Weekend Recap: moaning and groaning

Truth be told, I don’t feel like writing about games right now.  I’m kinda sickened by what’s happening in Ferguson, and talking about video games seems awfully trite and silly in the wake of Mike Brown’s death.  But I’m going to write about games because if I don’t do something, I’m going to start going crazy.

Ironically, then, there was very little gaming done this weekend; my son was recovering from a bad bit of constipation (that required a visit to the ER on Thursday), and I had (and still have) a pretty bad cold, and we ended up having to cancel a bunch of plans, and when I wasn’t sleeping I was mostly trying to keep my son happy.  That’s a fun game, too, when it’s working.

I did finish The Last of Us Remastered on Friday night, though, and I must admit that I enjoyed it a lot more the second time.  I must also admit (though I’m not ashamed of it) that I played it on Easy, which made it a much less frustrating experience; I still died a few times, but I was able to enjoy and savor the world and the narrative and take many screenshots and still feel dread while not being unnecessarily frustrated.

And speaking of dread, I went ahead and played P.T., and even though I’d already watched a bunch of people’s Let’s Play videos and was somewhat prepared for that first jump scare, it still managed to creep me out.  In this current era of open betas and Early Access and the seeming absence of demos, it is sincerely refreshing to get something like P.T., which is technically a teaser for an upcoming Silent Hill game but which is also a wholly self-contained creep-fest.   As someone with no real hands-on experience with the Silent Hill franchise (beyond a few hours with both SH4 on the 360 and Shattered Memories on the Wii), I came into it not needing to look for hidden SH clues and callbacks, but simply to take in the experience.

And it does capture that feeling of dread pretty goddamned well.  Despite my massive Stephen King collection, I’m not really all that into horror films or games, so I can’t necessarily speak to how effectively creepy it is for other people (although there are lots of YouTube videos of people playing P.T. and freaking out, so I know I’m not alone).  But even just the basic concept of the endlessly looping hallway – my god, it took me right back to a horrific mushroom experience I had in college, where I had the sensation of being caught in a time loop and where the same 2 or 3 things kept happening over and over and over and over and over and over again, and I thought I was going mad.  I might also add that I played P.T. with my wife on Wednesday night, and that’s the night that my son started having stomach pains, and woke us up by crying at 4 in the morning.  So the “crying baby” trope hits pretty goddamned close to home.

I still don’t know whether I’m going to play the actual game.  Like I said – I’m not the biggest fan of horror games, and I’m certainly not a big fan of Hideo Kojima.  That being said, having Guillermo Del Toro on board certainly does a lot to offset Kojima, and if it ends up reviewing well, I will probably feel compelled to check it out.

I’m not sure what’s on tap for this week; I’m not playing the console release of Diablo 3, and in any event most of my recent free time has been taken up by Book 3 of the Locke Lamora series and a rekindled obsession with They Might Be Giants, of which a carefully curated Spotify playlist follows.

On Screenshots and Console Exclusivity

1.  There’s never going to be a SFTC YouTube channel, for whatever it’s worth; I simply can’t consume video the way the rest of the gaming community does, and so I’m incredibly ill-equipped to provide it.  For one thing, I just prefer reading as opposed to watching; for another, my day job is not conducive to watching videos (partly because it’s abundantly clear that I’m not working, partly because my office’s internet is kinda terrible), and when I’m home I’d rather be playing.  That being said, I can’t stop taking screenshots.  Yesterday I posted some shots I took from The Last of Us Remastered, and today I’m posting some shots from Mind: Path to Thalamus, a first-person exploration/puzzle game on the PC that is absolutely stunning to behold.  Everything I want to say about it was already said in this Rock Paper Shotgun review; the short version is that it’s staggeringly beautiful, and the puzzles seem to be smart and challenging without being unfair, but the narrative is, sadly, utterly dreadful and is not helped at all by possibly one of the worst voice-over performances I’ve ever heard in my life.  It’s absolutely worth playing, despite the VO, but just be aware that it’s dreadful and that everything else is terrific.  [EDIT:  I just re-read the RPS review and realized that their page features 2 nearly identical screenshots to ones I took and had originally included below.  I removed mine just so there’d be no confusion, but it was kinda neat to see that we were both taken aback by some of the exact same vistas.]

2.  I was away from the internet yesterday, and so I was only dimly aware of Gamescom.  When I started catching up, I found myself warming up to Microsoft’s news, getting excited about their upcoming indie releases, getting intrigued by the Sunset Overdrive bundle… and then the news about Rise of the Tomb Raider‘s exclusivity hit, and I found myself getting irrationally angry.

Look, I get it; I get that Microsoft is feeling desperate, and that it’s a bitter pill to swallow to find yourself in 2nd place after clearly dominating during the last console generation.  Indeed, Sony was in this exact same position with the PS3, as a matter of fact; they were flying high and mighty after the PS2 and totally misread the marketplace.  The difference, though, is that Sony owned up to their problems, displayed genuine humility, and their solution to win over the hearts and minds of the gaming community was to create spectacular first-party software that simply couldn’t be replicated on their competitor’s console.

So I’m sure Microsoft felt that they had to do something big, something that would make the Xbox One appealing to Sony fans and ex-360 fanboys who were reluctant to upgrade (like me), and so snagging exclusive rights to a highly-anticipated title like Tomb Raider was an absolutely necessary thing to get more people invested in the Xbox One.

But it’s clearly a move made of desperation, not out of humility and genuine concern for gamers.  (Not that I’ve ever thought that Microsoft and Sony’s #1 priority is to genuinely care about gamers, but Sony’s been doing a much better job over the last few years of selling that idea as believable.)  Microsoft isn’t investing in their own development studios and making their first-party portfolio more appealing; they’re simply buying exclusivity from a company that shouldn’t be making this deal in the first place.  Square’s already been on record as saying that the first TR didn’t meet their sales projections, and so putting the new TR on the 2nd place console literally makes no sense unless Microsoft made them an offer that they absolutely couldn’t refuse.

That Microsoft was once again unable to see how this decision would anger the gaming community is, sadly, par for the course.  And the fact that it took less than 24 hours for Phil Spencer to admit that the exclusivity period “has a duration” makes the whole thing just sad.  Microsoft wanted to win me back, but instead they’ve just pushed me farther away.

Hello Goodbye

1.  The short version is that I have decided to stop writing for Gamemoir, for the foreseeable future.  It’s not them, though; it’s me.

The tl;dr version is that I’ve been stressing out about each column for months, frantically trying to find time to concentrate and write something that isn’t terrible, all the while knowing that with one or two exceptions, most of my posts pretty much died on the vine.  I was home sick yesterday, and I hadn’t yet pitched a column for this coming Monday, and I couldn’t think of anything, and I realized that I was going to be super-busy this weekend, and so unless I was able to pull it together under less than ideal circumstances in the few free hours I had, I wasn’t going to get anything handed in.  And I ultimately came to the realization that while I do tend to like the pressure of deadlines, there’s only so much pressure I can take before I feel defeated by simply looking at an empty page.

It’s easier for me to post here, because I can just sit down and stay in my own voice and not be so preoccupied with traffic-grabbing headlines and topics and stuff.  And I think that I’ll probably be able to post a little bit more here, actually, since I won’t feel like I need to “save” anything.  (Indeed, this post ended up at almost 900 words and it only took about 45 minutes to write.)

It’s also a kick in the ass, though.  If I’m ever going to get regular freelance work – and I still feel like I’m a ways off in terms of having the sort of chops that can compete in an over-saturated freelance pool – I need to be able to concentrate, and be able to carve out writing time without losing too much family time (and/or getting in trouble at my day job), and so even just learning what I have to do just to get an 800-1000 word column up every week is an eye-opening experience, to say the very least.

I still plan on trying to pitch to other sites, but only when I feel that I have something good to pitch.

I’m eternally grateful for the patience, the support, and the invaluable experience that the Gamemoir crew gave me in my too-short stay there.

2.  Much to my surprise, I’ve been getting sucked back into The Last of Us Remastered, even though I felt pretty resolute in my decision to bail.  Part of this is almost certainly due to the fact that I’m playing it on Easy, right from the get-go.  It’s still challenging, but it’s not nearly as frustrating as it is on Normal, and so I’m able to explore and move the story forward without getting bogged down in repetitive combat scenarios that lose their effectiveness with every restart.

I’m also surprised as to how much of the game I remember.  True, I’d just played it last year, but I was also playing it under newborn-baby sleep-deprived circumstances.

It’s hard for me to tell if there’s really that much of a graphical difference between the PS3 and PS4 versions.  With other 2014 HD remasters of 2013 games (Tomb Raider immediately comes to mind), the difference between last- and current-gen was actually quite pronounced.  That being said, the PS3 version of TLOU was the best-looking game on that system (and possibly of the entire console generation), and so the PS4 version basically feels slightly more rich, if that makes sense.  Beyond that, I think the only way I’d be able to tell the difference is that the PS4 controller makes the game a lot easier to deal with.

3.  I am really, really, really enjoying The Swapper on Vita.  I liked it on the PC but didn’t get all that far into it and eventually lost interest, but it feels absolutely perfect in my hands (even if I’m currently stuck on 2 different puzzle rooms). I’m especially loving the cross-save support, in that I was able to pick up some orbs on the PS4 (because I wanted to see what it looked like on my TV), and then move that save to the Vita so that I didn’t lose anything.  Cross-save support is the best.  As far as I’m concerned, Sony’s cross-save system might just be the biggest ace up its sleeve in the console war with the Xbox One; having indie games that I can play at home or on the go without losing progress is too good an offer to walk away from.

4.  Speaking of cross-save, I must admit to being a little bummed that I can’t get my PC save of Diablo III over to my PS4.  Blizzard’s doing a hell of a job letting you import console saves from different generations AND different manufacturers, and that’s certainly commendable, but I’m not about to lose over 100 hours of PC playtime just so that I can start over from scratch in my living room.

5.  I am an idiot.  I took a screenshot from The Last Of Us Remastered yesterday and a Twitter pal asked if it would make for a new SFTC mascot, and OF COURSE it would, and now I’m wondering why I haven’t been taking screenshots of couches in every game I’ve played for the last 4 years.

Cutting the Cord

A few months back, the wife and I decided to cut the cable cord.  Even after drastically cutting back on premium channels and removing our landline, our monthly cable bill was still over $200, and it was killing us.  So we killed our cable.

We kept our internet and bought a Roku3.  And last night we hooked up our over-the-air HD antenna, and now we sort-of have regular TV again – enough for us to watch football (and Hannibal when it returns in the winter).  I said this on both Twitter and FB last night, and I’ll say it here again, because it’s true:  it feels soooooooo good to not feel ripped off.  The Roku was $90; the antenna was $40; both of those expenses have already paid themselves back, as far as our needs are concerned.

Being cost-conscious is difficult but necessary for us these days.  We have a kid, after all, and we’re trying to eventually move out of the city and into the ‘burbs.  We’re not necessarily pinching every penny, but we are trying to pay attention to (and put and end to) unnecessary spending.  Between the Roku and the free over-the-air TV, our TV needs are pretty much completely sated.  Sure, we don’t have DVR anymore, but considering the amount of crap we were taping and didn’t have time to watch, I’d say it’s a justifiable loss.

I bring this up here because, well, games are expensive, too.  I’m trying to not buy anything I don’t absolutely have to have.  I’d love to play Divinity: Original Sin, but I’m sure that’s going to be in a Steam Sale at some point, and it’d be nice to actually take advantage of those sales next time around.  Similarly, being a Playstation Plus member very nearly pays for itself, in terms of free stuff for the Vita; of the 20 or so games on there, I’m not sure I’ve paid full price – or, indeed, anything at all – for 15 of them.

Speaking of the Vita:  man, I wish I had more time in my day for it.  As it is, I’ve spent the last few days trying to fit in time with both Rogue Legacy and The Swapper – both of which I’ve played before on PC, and which absolutely shine on Vita.  It still takes far too long to download stuff – see, for example, the 12 hours it took for me to download the ~600MB Metrico – but my goodness, it plays these sorts of games absolutely perfectly.  (I did say earlier this year that it was an ideal platform for today’s indie darlings, and I’m glad to have been correct.)

Also – I did end up finishing the TLOU DLC the other night.  I’m of two distinct minds on it – on the one hand, the story is beautiful and heartbreaking, and told exquisitely well.  On the other hand, the combat sections feel shoehorned in and obligatory, and are a drag, and make me feel even less likely to give the remastered original game a second look.  I’m still probably going to, being that the release schedule is still so gawdawfully dry, but I’m not going to like it, no matter how spiffy the new graphics are.

Tonight is the NYVCC’s 3rd Annual Summer Hoohah, being held at Barcade in Chelsea (148 West 24th Street).  If you’re in town, come on by!

Weekend Recap: Dreams Achieved, Dreams Dashed

1.  My essay for Videodame was featured in the most recent Critical Distance round-up, which has been a wish/dream/goal of mine for the last two years or so.  So that’s pretty great.

2.  What’s not great is that, well, it would seem that being a professional games journalist sucks.  Gamespot broke my heart for the second time last week by laying off a bunch of really talented writers, one of whom I consider a good friend.  My Twitter feed is full of immensely talented freelancers who are far more talented and experienced than me, and almost all of whom are broke.  There’s hardly any full-time openings, and the few available openings tend to go only to people who have extensive experience (and are young, white and male) (even though the job listings always make it sound like anybody has a realistic chance), and even if you do manage to land a full-time gig, there’s not much money and even less stability.

Even more terrifying is the apparent reality that video is replacing the written word as far as game journalism is concerned.  This makes literally no sense to me, because I primarily consume my game writing at work, and I can’t watch hours and hours of YouTube videos at work.  When given the choice, I’d choose the written version every single time, which is why when I see that video is the way of the future, I feel like an old man yelling at kids to get off his lawn.

It’s hard enough finding the time to write for this site, where I have a minuscule audience and which generates absolutely no revenue.  Making videos that I wouldn’t even be able to watch seems ridiculous.

This is a long way of saying that this article by Peter Skerritt is sobering, harrowing stuff.

3.  Speaking of harrowing and sobering experiences, I rented The Last of Us Remastered last week but didn’t get a chance to put it through its paces until last night.  I’d already beaten the original game, so I decided to jump right in to the Left Behind single-player DLC that had been written about so positively upon its release.

I’m maybe an hour or so into it.  (If you’ve already played it, I’m in a solo Ellie chapter, trying to get to a medical helicopter, right after the Ellie/Riley chapter where they turn the power on at the mall; Ellie, alone, has also just turned the power on and now she’s in her first real sneaking gauntlet.)

My opinions of the game haven’t changed.  It’s gorgeous, the writing is wonderful, and the atmosphere is relentlessly tense, and I’m not really all that sure that I’m having any fun.

Horror movies are fun, in their own way, and clearly there’s an audience and appeal in this sort of apocalyptic undead nightmare scenario, being that there are tons of games and movies and books in this particular vein.  I do not find these things enjoyable, and I acknowledge that it could just be me.  I acknowledge that “having fun” is maybe not the point of TLOU, or The Walking Dead, or etc.  So let me restate it:  as much as I appreciate the artistry on display, and as much as the PS4 version is clearly the way to experience this game for the first time, I can’t say that I’m looking forward to going back and finishing it.

 

some non-gaming news for once

Yes, I’ve been quiet here, but I’ve been busy elsewhere!

First up:  my piece for Videodame finally went up today, which can be found here.  It was originally intended to go up in May, and then it kinda fell off the rails a little bit, and then that crazy MRA shooting rampage happened, and the editor and I decided to maybe put this on hold for a while.  But here it is!  A whole bunch of words about me starting to figure out why gender representation in video games actually matters.

Secondly:  my tribute to Oddworld went up on Monday over at Gamemoir.  It’s a pretty good piece, but I’m mostly just excited because someone over at Oddworld actually read it, and was very appreciative of it, which has more or less made my year:

Thirdly:  I’ll be at the New York Videogame Critics Circle Hangout at Chelsea Barcade next Wednesday.  Details can be found here.  Come!  Drink!  Be merry!

The First Few Hours: Oddworld New n’ Tasty

The Oddworld franchise holds a very special place in my heart, if only for the fact that it’s what got me back into gaming after a very lengthy hiatus.  I probably wouldn’t be writing these very words on this very website if I hadn’t gotten so obsessed with it, to be honest.  The Oddworld franchise is why I bought an Xbox instead of a PS2, and this New & Tasty HD remake of the original Abe’s Oddysee is one of the primary reasons why I currently own a PS4.

I’m going to be writing a longer appreciation of the Oddworld franchise for next Monday’s Gamemoir column; this post is, instead, about how this thing actually plays.

While I knew that I was buying it from the moment it was first announced, I can’t honestly say I knew what to expect.  And quite frankly, I was more than a bit nervous about playing it again.  This is a game that I haven’t stopped thinking about – or played – since 1998, and I was worried that my overly fond memories would obscure the quality of the game itself.

Let me say, right off the bat, that this HD remake is, as far as I’m concerned, the gold standard in terms of what I want in an HD remake.  This is no mere up-res with cleaner textures; the whole goddamned thing has been rebuilt in a new engine.   The game is no longer a panel-by-panel experience, but rather a free-flowing one.  There’s new voice work, there’s new animation, there’s new everything.  Even the cutscenes – which were rivaled maybe only by Final Fantasy VII in terms of sheer visual splendor – have been remade, and for the better.

And yet:  this is still Oddworld: Abe’s Oddysee, through and through.  This is still a maddeningly difficult puzzler, requiring a mastery of both physical and verbal dexterity, and even with the many added improvements (including the much-needed quicksave), it is a game where you will repeatedly and endlessly fail, often in spectacularly gruesome fashion.

It is very pleasing to see that my love of the game is not misplaced.

My only real gripe is that of the aforementioned quicksave.  It’s a necessary feature that is somewhat clumsily designed.  On the PS4, you tap the touchpad to Save, and you hold it to Load.  That being said, even if you quicksave during a particularly tricky platforming sequence, you will automatically respawn at the last checkpoint, not at the last manual quicksave; you will then need to hold the touchpad in order to spawn where you actually intended.  Not only that, but there were numerous times last night where I’d get to a safe place in a particularly tricky gauntlet and so I’d emphatically press the touchpad, thinking I’d quicksaved, only to see that I held the pad down just long enough to actually quickload, meaning I’d have to do the whole thing over again.

The aforementioned difficulty, by the way, is no joke.  It starts hard and only gets harder, and it’s somewhat selective in terms of the information that it doles out.  For example, I’d completely forgotten that I could possess enemies by chanting until I was midway through the second chapter; this very well might be why I somehow missed a bunch of secret rooms and thus sending 42 of Abe’s buddies to their doom when I inadvertently started Chapter 2.

That’s the part of the game that’s still very pleasantly intact, though.   This game encourages empathy like no other game I’ve ever played.  I wanted to save all 299 Mudokons when I played it back in the day, and I want to save them all now; they’re sweet and charming and I felt terrible seeing how many I’d missed, realizing that I’d somehow failed to check every nook and cranny in that opening chapter.  (For the record, back in the day I also tried doing the true negative karma thing and get them all killed, but I just couldn’t bring myself to do it.  I’m sure there’s a Trophy/Achievement for it now, but it’s something I have no intention of pursuing.)

I’m really just grateful to have Abe back in my life.  (And I’m really looking forward to the Vita version, because this game is an absolutely perfect fit for it.)  And I’m also glad to see that my son is taken by Abe as well.

Community Event! 8/6, Barcade Manhattan

I’ll be at this, too!  (EDIT:  The address is actually 148 West 24th Street.)

nygcc's avatar

Each summer, the New York Videogame Critics Circle holds a rollicking community event.

We’re happy to announce that this year, it’s at the newly opened Barcade New York on August 6 at 6:30 p.m. at 128 West 24th Street.

We don’t often invite the community to our regular meetings (probably because of the great amount of off the record stuff we spew).

But this is your rare chance to hang with your favorite New York City game writers from Kotaku’s Evan Narcisse to Polygon’s Russ Frushtick (semi-fresh from hanging with Jay-Z) to Mashable’s Chelsea Stark  – and more.

Here’s a list of our current members, many of whom will likely be there.

Indie game developers are welcome to show off there newest stuff as well!

So come game with us, drink with us and generally shoot the bull with us.

We just might have some cool giveaways, too, like…

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The Summer Doldrums Continue

At the end of my last post (has it really been 8 days since the last one?) I’d said that I was going away for the long weekend, and that I didn’t know how much gaming I’d be doing.  As it turns out, I’ve played almost nothing.

(I’ve been reading a lot, though!  I think I’m finally at that stage of parenting where I’m not totally exhausted all of the time, and so I’ve been plowing through books lately.  Finished the first 2 books of Carsten Stroud’s Niceville trilogy (pretty good), and am currently about halfway through Joe Hill’s Heart-Shaped Box which is freaking me the fuck out.  He is very much an apple that has not fallen far from the tree, and that is one fucked-up tree.)  

I had hoped to finish A Story About My Uncle before leaving, but I got stuck in a particularly tricky section towards the end.  I tried picking it back up when we got back, though, and I made literally no progress, and instead just got more and more frustrated, and now I think I’m done with it.  Looking at certain Steam comment threads, I’m clearly not the only one who got stuck in this particular area, and so while there is obviously a light at the end of this tunnel, I’m not at all inclined to find my way out.  I’m stuck because this particular puzzle represents a rather sharp difficulty spike requiring mastery of a skill I’ve just been introduced to (i.e., swinging from falling stalagmites), and the incredibly dark lighting makes it very difficult to pick up targets – plus there’s a feeling of inconsistency in terms of how far away a target is.  The short version is that this particular platforming gauntlet is frustrating for all the wrong reasons, and that’s annoying, and now I don’t care if I finish the game or not.

Meanwhile, I’m looking at my backlog and feeling wholly unmotivated to go through it.  And there’s a bunch of stuff that I really ought to get back into, considering the current release drought we’re in – Transistor and Valiant Hearts immediately come to mind as PS4 titles I’ve picked up and put down.  Given that Oddworld: New & Tasty comes out in 2 weeks, I really ought to finish at least one of those before getting wrapped back up in Abe’s Oddysee.  As for my Steam Sale purchases, I may give the Ada chapter of Resident Evil 6 a look.

In other news, I’ve been going back and forth about getting an Xbox One.  I keep turning on my 360 every morning hoping to see this message about receiving a $75 credit if I upgrade, because I almost certainly would upgrade with that kind of incentive.  And yet it must be noted that I – a loyal, happy original Xbox and Xbox 360 customer – shouldn’t need to be so blatantly bribed in order to upgrade; and even if I went out and bought one today, I’m still not sure what I’d play on it (besides maybe Forza Horizon 2, Sunset Overdrive and the Halo Collection, none of which are available right this very minute).

And that’s basically that, folks.  I’ll have a new Gamemoir column up on Monday, and I need to get cracking on my piece for Videodame that got put on the shelf back in May.  I’ll also have an essay in an upcoming issue of Unwinnable Weekly that I’m pretty happy about; more details on that as they emerge.