more FC3 prattle; some amateur rumination on game design

I’m having one of those days where I’m super-stressed out because of work and I’d like nothing more than to sink some quality brain-time into a post, but I’m having trouble thinking of anything to talk about other than “ZOMG Far Cry 3 is amazing.”

I sunk a fair amount of time in it last night –

  • first, taking care of some busywork (i.e., doing some Path of the Hunter missions in order to max out certain crafting paths – I can’t remember all the ones I’ve finished, but I know as of last night I’ve at least got the biggest wallet, the biggest syringe kit and maybe the biggest ammo pouch, which were the 3 most important things on my to-do list);
  • second, trying a few of the assassination missions (which are a bit contrived and probably not something I’ll keep pursuing – I haven’t found any tangible rewards beyond money and XP, unlike the Hunting missions which are the only ways to get certain crafting material);
  • third, getting distracted from the first and second tasks above by checking out some happened-upon ruins and picking up some relics (which aren’t necessarily all that rewarding, either, but these ruins scratch that Skyrim itch of pure exploration for exploration’s sake, which is something I’ll get to in a bit); and then
  • finally, diving into some actual story missions.  I’ve posted some screenshots from those missions below – I’m not sure if they constitute spoilers, since there aren’t any map locations or enemies, but they do show places that you can’t see on the actual island.  I’m close to the end of Chapter 5 – Buck’s sent me on something of a treasure hunt.

Buck (the character) is a disgusting, vile human being (who’s acted phenomenally well, by the way), and I certainly hope he gets what’s coming to him at the end of this particular mission arc, but these missions are among the most fun I’ve had in the game.  You’re off in these hidden underground ruins, looking for a mystical object; you’ll start off by doing some relatively painless first-person platforming, then you’ll encounter a group of enemies who are trying to open a locked door; you’ll dispatch those enemies, open the door they couldn’t unlock… and then it’s just you and these places, no enemies in sight (save for a few snakes and komodo dragons here and there), exploring without consequence, free from external pressure.  Even if the ruins themselves are extremely linear, and even if the “puzzles” barely qualify to be identified as such, it’s still a rush.  (They feel like extremely simplified (but gorgeous) versions of the catacombs in Assassin’s Creed Brotherhood, now that I think about it.)

I love that this stuff is in the game.  I love that while this is a big-budget, AAA first person shooter, that the game has the balls to take the shooting out of the equation entirely (even if it can’t remove your guns from your field of vision, as in the screenshots above).  I love that just as much as how much I love how truly dynamic this world actually is – how you can spend 10 minutes silently sneaking around an outpost, tagging enemies, plotting your attack, only to have a fucking grizzly bear run into camp and maul everything to death.

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In my post the other day I attempted to make the case that there’s too much killing in games.  Or, rather – that most games require the elimination of enemies (whether by gunfire, swordplay, magic, jumping on a turtle’s head, etc.) in order to achieve a win-state; that this has become, more or less, the default concept in contemporary game design.   There are certainly notable examples where this is not the case (PortalJourney, and Fez come to mind), but those examples are few and far between, and they certainly don’t sell nearly as well.   

After that post, I had an enlightening Twitter conversation with @WGP_Josh, and we hypothesized about how awesome a combat-free Tomb Raider or Uncharted would be.  I’m guessing that a lot of  game designers – well, rather, game publishers – are frightened by the silence of pure exploration, and so they feel that it’s necessary that in between the truly free-form stuff like puzzle solving and narrative development there’s gotta be a lot of BANG and BOOM and rag-doll physics and basically anything that can justify a multiplayer suite.

I’ve been thinking about this problem ever since.  I know nothing about game design, and so I have no idea what comes first – the narrative?  the art?  the main character?  the marketing budget?  the gameplay hook?  the desired player experience?   I feel, in my gut, that those last two are probably the most important, but I truly don’t know.

If I were to design a game, I think I’d probably focus on that last bit – the desired player experience – and then try to figure out what sort of action the player would have to do in order to best achieve that experience.*  But I’d also want to make sure there was a compelling reason for the player to want to continue, and so I’d develop some sort of narrative thrust, however basic, to keep the player engaged.   Weirdly, I think art and sound come last in this equation.  I mean, I’m a graphics whore through and through, and I’d want my game to look and sound great, but I do think you need to keep the player engaged first by making sure the game’s primary action is compelling.

And here’s where the problem lies.  What is that primary action?  What is the hook?  What is the way from Point A to Point B – even if it’s the player, not the level designer, who ultimately determines that path?  Judging from the vast majority of the games that have been released over the last 10 years, it seems that the easiest answer is “combat.”  When those games then actually focus on the combat and make sure it’s something special in and of itself – i.e., Bulletstorm, the Rocksteady Batman games, even (dare I say) Gears of War – well, that works.  But then there’s something like Portal, which removes combat from the game completely, and yet is still incredibly gripping and absorbing and engaging.

I sincerely hope that someday I can find out the answers to these questions first-hand.

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Also: check out this amazing behind-the-scenes piece about Double Fine from Polygon.  And this interesting piece from Chris Dahlen over at Unwinnable about the undeserved anonymity of game design.

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*And when I think about my favorite games of the last 10 years, and I think about my favorite bits in each of those games, I realize that they all have several things in common.  And then I really start thinking about learning how to code.

moving past murder

I’m in the beginning stages of working on the 2012 GOTY post, which is normally a fun and exciting thing to work on.  This year’s edition is a bit tougher to put together than years past, though; it wasn’t a particularly strong year, for one thing, and I’ve been hard-pressed to find one title standing head and shoulders above the rest.  My top 10 feels very flimsy to me – I’ve tried several different orders and none of them feel right.  In previous years, there’d at least be a clear top 3-5 to choose from, with the bottom of the order eventually settling into place.  Right now, I’ve maybe got a clear top 2, but I haven’t even finished one of them yet.  (Hint hint.)

As I think about what I played this year, though, I’m a little troubled.  And maybe it’s because I’m going to be a father in the spring, and I’m suddenly going to have to be very aware of what I play and what I let my little boy see – I mean, I’m going to be changing diapers and getting 2 hours of sleep right when Bioshock Infinite and GTA5 come out; and maybe it’s because “shooter fatigue” is a real problem for me, even if I’m loving the hell out of Far Cry 3.

I guess I’m just concerned about how much virtual murder I’ve committed this year.  If I have the time (and I probably won’t), I’d like to check out the stats of each game I played and see just how many people, aliens and animals I killed.  Even if I just take into account that I hardly did any multiplayer gaming this year, and even if I also take into account that there were quite a few games that I didn’t even finish, I’m guessing I killed at least 10,000 things.  I’m pulling that number out of my ass, to be sure, but I did kill over 700 people just in Uncharted 3 last year, and this year I played Diablo 3 to completion 3 times – I might’ve killed 10,000 things in that game alone.

And of all the games I played, only Spec Ops: The Line had the flat-out balls to ask if all that killing was fun.

New consoles are probably coming out next year*, which means, among other things, that AAA games will be much more expensive to produce in order to look as good as they’re expected to; and as such, there’s probably not going to be a whole lot of risk-taking in the development of new IP.  And the truth of the matter is that shooting still sells better than anything else.  Sure, there’s always Madden, and there’s lots of non-murdering happening in the downloadable spaces like PSN and XBLA and iOS.  But nothing’s making money like Halo and Call of Duty, and you’d better believe that this console generation’s swan song, GTA5, is going to sell at least 20-40 gazillion units next year.   That’s a lot of virtual bullets yet to be fired.

I hope, though, that there will be developers courageous enough to create game experiences that are not focused around killing.  (The Mass Effect franchise, which I adore, is certainly not only about killing, but most of the missions involve killing in order to get from point A to point B.  I might also add that my favorite ME missions have almost always been the ones that don’t involve killing, but rather focus on exploration – if only because they’re such a refreshing change of pace.)   Games like Journey and Fez had no death, no end-state, no obliteration – only you and the environment and a goal to achieve, and they were magical experiences unlike anything else I’d played this year.  I’ve played the hell out a bunch of games on my iPhone and iPad this year, and almost none of them involved the firing of a gun, and they were all, for the most part, absorbing and interesting.  

It CAN be done, is the thing.  There is an audience for this kind of game experience.  It might not be as large as the millions of people who play shooters all the time, but it’s certainly there, and I think it’d really be something if game designers could evolve along with the technology they’re working with to create experiences where winning doesn’t necessarily have to mean killing.

 

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* There’s rumors now that a Steam Box is actually happening, and if it is, that might very well end up being my console of choice.  If it comes with a blu-ray drive?  Sold.

3 amazing things

I don’t know what this says about me as a person, but I find that I’m generally much happier when the books I’m reading and the music I’m listening to and the games I’m playing are really good.  As it happens, I’m reading a great book,* and I’ve been getting back into some old music I’d forgotten about,** and after the crushing disappointments of both Need For Speed Most Wanted and Assassin’s Creed 3, I’m fully invested in at least 3 great games.

 

1.  Let me continue to sing the praises of Far Cry 3, for starters.  I hereby fully apologize for any disparaging comments/thoughts/opinions I might have had pre-release.  I never really cared about the earlier games, and the E3 presentation didn’t do all that much to impress me, but MAN.  Now that I have it in my hands?  It’s giving Borderlands 2 a serious run for its money for Game of the Year.

I spent 2 hours last night in the game, not even doing any story missions – just hunting and crafting, liberating outposts and climbing radio towers.  It’s quite shocking to see how pretty much everything AC3 got wrong, FC3 is getting right – starting with those radio towers.  In AC3, you basically climbed the same 2 or 3 buildings, or the same 1 (one) tree.  In FC3, though, each radio tower is its own mini-platforming puzzle.  It’s nothing terribly difficult to figure out (at least, not yet – I’ve only unlocked 4 or 5), but it keeps the experience fresh each time – not to mention, of course, that some radio towers are also festooned with assorted wildlife.  I managed to climb one tower last night before almost getting eaten by a fucking leopard, who jumped out of nowhere – and by the time I got up to the second floor, the leopard was being stalked by 3 fucking gila monsters.

There are real, tangible incentives for doing at least some of this side stuff – the hunting in particular is actually pretty necessary as the amount of stuff you can carry at the beginning of the game is barely enough to keep you alive.  I haven’t done any of the assassination missions, and I’ve only done one of the Great Hunt missions, but I’ve also been plenty busy as it is just exploring and opening up the map.  I’m almost a little reluctant to truly dive into the story until I’ve crafted enough stuff, actually – and it’s just as well, since I’m still having a blast.

2.  I’ve mostly found the Lego games to be quite charming and fun and playfully respectful of their respective franchises, if also occasionally stuffed with maddeningly frustrating platforming elements.  But I’ve gotta hand it to Traveler’s Tales – Lego LOTR is one hell of a package.  The Lego formula works to absolute perfection with this IP, and the improvements they’ve made – to the camera, to the hubworld, to pretty much everything – are quite staggering.  The trademark Legoese has been replaced with actual dialogue from the movies, which is a little odd at first, but it generally works quite well.  Precision jumping is still shitty, but thankfully there’s not a tremendous amount of it.  If you’re a fan of either Lego or the LOTR movies, there is absolutely no excuse not to play this game – this is a guilty pleasure that’s 100% guilt-free.

3.  I’ve made no secret of my fanboy status with respect to the Grand Theft Auto franchise, and so I gobbled up yesterday’s iPad release of GTA Vice City before I got out of bed.  Ironically – and I know this is a somewhat controversial thing to admit, given that I’m most certainly in the minority – Vice City is probably my least favorite entry of the post-III-era console games. ***   Still, that said, it’s obvious that there’s still a tremendous amount to love, and the fact that I can play it on my iPad – and the fact that it looks and sounds as good as it does – is nothing short of amazing.  The iPad controls are about as good as they can be, given the nature of the touchscreen – they make sense, and it’s pretty easy to get up and running in a short amount of time.  I don’t know how much time I’m going to spend actually playing it – I didn’t really play all that much of the iOS version of GTA3, either – but I love knowing that I have it on my iPad.  (It stands to reason that San Andreas is in the works, right?  I would definitely play the hell out of that one.)

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* Justin Cronin’s “The Twelve“, which is perhaps not quite as good as “The Passage” but it’s still pretty great.  Also, I can’t say enough good things about the new Kindle Paperwhite – it’s totally worth the upgrade.  And the X-Ray feature is indispensable.

** including stuff like Cornelius, Tony Allen, and especially Ali Farka Toure & Toumani Diabate’s “In The Heart of the Moon”

*** This is something I’ll most likely have to address when I get around to the inevitable GTA5 wishlist post, which is most assuredly in the works.

the beginning of the end

I’m currently re-reading Justin Cronin’s excellent “The Passage“, primarily to get reacquainted with the world and the characters and the story before diving into the sequel.  But I’m also just totally in love with the book itself, and I’m probably enjoying it even more the second time around.  Cronin is a masterful storyteller, to be sure, but I think I’m most impressed by his words.  The man just knows how to write a sentence; no detail is superfluous, no word feels out of place, and every paragraph has a perfect rhythm that sweeps you along to the next one.  For me, there are few pleasures like being sucked into a great book.

I say this only because my experience playing Assassin’s Creed 3 is very much the opposite of what I’m feeling when I’m reading The Passage.  AC3 feels like a depressing slog; the already-tenuous narrative is now fraying and starting to make very little sense, both in Connor-time and (especially) in Desmond-time, where the cutscenes between Desmond and that weird ghost lady are just flat-out dreadful – the ghost lady’s dialogue is flowery and pretentious and desperately trying to sound important and mean something, even though it sounds like nonsense.  I suppose I could try to see past this if the gameplay was still holding up, but it’s not.  I just escaped from a New York City prison, and while that sounds interesting in theory, in practice it was dreadfully dull and I just wanted the damned thing to be over with.  I’m not sure I’m going to keep playing, and while a part of this makes me a little sad (as I really want to care about this franchise again), the truth is that I don’t like feeling that I’m wasting my time.

So, while I wait for Gamefly copies of Lego LOTR, Hitman and Far Cry 3 to arrive, I’ll probably start diving into my Steam Sale purchases.  I didn’t go too nuts this year, but I did buy enough to keep me busy for a few months:

  • Tropico 4
  • Yesterday
  • Thirty Flights of Loving
  • Resonance
  • Batman Arkham City GOTY
  • Dishonored

Those last 2 require some explanation, I guess.  I’d already played Arkham City on the 360, and I’d found over 300 of the Riddler’s challenges, too, but I’ve found myself thinking about it lately and figured I couldn’t go wrong for $7, especially since my PC makes it look really, really nice.  Similarly, I guess I kinda felt bad about quitting on Dishonored, and since it was 50% off, I figured I’d give it another ago, now that at least I know how to play it a lot better than I did, previously.

In all, I spent less than $40 on 6 games, most of which have gotten great reviews, and since as far as I’m concerned there’s nothing worth playing until either Bioshock Infinite or GTA5, whichever comes first, I might as well dig in.

weekend recap – conquering fears, one drive at at time

Here’s hoping all of you (whoever you are) had a wonderful holiday break.  I can’t necessarily say that my break was relaxing, but I can say that I’ve come through the other side feeling almost like a changed man.

See, Thanksgiving is simultaneously the holiday I look forward to the most (since I get to see all of my family), and also the holiday I end up getting the most stressed out over.  There’s lots of travelling (which can stress me out), lots of food I can’t eat very much of (as I’ve got some annoying food allergies and a pretty sensitive GI system, generally speaking), the requisite family drama (which I’m sure everyone else has, too), and my day-to-day schedule is usually so busy that there’s hardly any time to chill out and relax and digest.   (I’ve got 3 different family units to visit, is the thing.)

This year’s edition was doubly stressful because I was also picking up my first car, a process that had already been stressing me out for the last 2 weeks as I dealt with epic DMV hassles and endless forms and insurance companies and such, and this car-acquiring process was going to end with me driving this car back to my apartment in Brooklyn, a process that necessarily involves driving through New York City.  I have lived in NYC since 1993, and the prospect of driving here has never ceased to freak me out.  (I have, in fact, driven in the city a few times, and even had a shitty moving van stall out and die – three times! – on a crowded, uphill onramp to the Queensborough Bridge, and I am still alive.)

And yet, even though the holiday was busy (as predicted) and there was drama (unfortunate), the food I did eat was quite delicious and didn’t kill me, and in general my stomach was quite cooperative, and it was wonderful to see everyone, and the drive back to the city on Saturday night was shockingly easy and stress-free, and we even had time to build a bureau for the baby’s room on Sunday AND go bowling in the afternoon with friends AND watch the first half of the Giants game before totally passing out from exhaustion.  This was a good weekend.

Conquering the drive, though; that was big.   That was the thing that was stressing me out more than anything else, and it turned out to be easy-peasy-lemon-squeezy.   I’m already dealing with general anxiety disorder, which has made me somewhat of a recluse in recent years.*   Medications have helped drag me out of my apartment, but sometimes you just have to face your fears head-on if you’re ever going to conquer them.  And let me tell you, when I finally pulled into our parking space, a part of me really wanted to hear the Achievement Unlocked! sound.

In any event, I’m back in town.

Not a lot of gaming stuff to report.  I’ve been more or less successful in avoiding the Steam sale, though I did buy a few things last night on steep discount (including Hotline Miami).  (And, as I write this, I see that there’s a Flash Sale where Tropico 4 is 80% off.  I suck at strategy games, and yet I’m close to pulling the trigger on this.)

One other bit of non-gaming news to report:  the Kindle Paperwhite is fantastic.  My previous Kindle was old and losing its charge pretty quickly, and the Kindle iPad app can be hard on the eyes at night (and is also too full of distractions to be truly useful as a reading device).  The Paperwhite, though, is super-easy on the eyes, rests very easy in the hands, and has gotten me back into a heavy reading rotation.  (I may end up doing a little Books of 2012 post here, as a matter of fact; my personal blog, where I usually post stuff like this, is more or less defunct these days, and I’ve been thinking about expanding this blog’s topical range anyway.  Hope that’s OK with you!)

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* That being said, being a semi-agoraphobe has also meant that I play a lot of videogames, and is a large reason why this blog even exists in the first place.

pre-Thanksgiving status report

Just a quick status report:

1.  There will be little to no posting over the holiday weekend, as I’ll be away from my consoles and PC and there’s only so much I can say about Chip Chain, other than that I’d love it if they patched in an “Undo” button.

2.  Has that mega-patch for Assassin’s Creed 3 landed yet?  I thought it hit yesterday, but I didn’t get an update prompt when I fired it up last night.  That game is really starting to try my patience.  If there was only a way where I could turn off the meta-challenges, that might make it easier to deal with in the moment-to-moment gameplay.  But every single major historical event that I’ve run into has been downright farcical in its execution; this does not bode particularly well for the rest of the game.

3.  Downloaded the new Borderlands 2 DLC last night, also, but couldn’t seem to find how to start it.

4.  Downloaded the new Marvel Civil War table for Pinball FX2 this morning; my wife is a huge Marvel fan and an even bigger Civil War fan, and so this was a no-brainer.  It’s kind of a bland table, at least when compared to the Avengers table, but still:  it’s incredible how well they’ve supported that title.  When all is said and done, that might be my most-played game of this console generation.

5.  I sent Halo 4 and CODBLOPS2 back to Gamefly today.  I suppose I feel bad for not giving them more of a shot, but I just don’t think I’d ever see myself really digging in and getting into them; I just don’t have that kind of time anymore.  But I also feel obligated to at least try Hitman Absolution and Lego LOTR, too, as those are next in my queue.

6.  Speaking of not giving things a fair shot, I don’t see myself getting a WiiU any time soon, if ever.  If I were to suddenly get a job as a games critic (anyone?), I suppose I’d get a system and check it out, if only to fulfill my professional obligations.  But I’m not a games critic, and I have a baby on the way, and the WiiU seems like a waste of money right now.  (I’m not the most objective person when it comes to Nintendo, though.)

7.  Since the year is more or less over as far as compelling new releases go (Far Cry 3 notwithstanding), today I started doing the preliminary work on my GOTY post.  I used to have a bunch of zany categories in previous GOTY posts, but the first thing I noticed as I looked over everything I’ve played is that this was a pretty un-zany year.  No real risks, apart from some pretty amazing arcade stuff that surfaced on PSN in the 2nd half of the year, some of which I’ve yet to play (i.e., Tokyo Jungle and Unfinished Swan).  I’m not sure this was a bad year, but it certainly wasn’t great.

Here’s hoping you all have a wonderful Thanksgiving.

 

more AC3 talk, and some other people’s brilliance

I’m having one of those afternoons where I’m just kinda restless.  The day job has been a source of enormous stress and anxiety over the last few weeks, and yet I’m not feeling like I’m as busy as I should be, which makes me feel even worse.  Today, for example, I’ve basically been waiting for the massive workload that I know is coming, but I don’t know when, and I don’t know what it’s going to be.

I’d much rather be writing, but as you might imagine, I’m not really in a position right now where I can shut out the rest of the world and really get into it.  I mean, I played Assassin’s Creed 3 for a few more hours last night, and I’d like to continue talking about it, even though most of the 2000+ words I wrote yesterday cover pretty much everything.  Could I expect you to keep reading?

In any event, I realize now that I forgot to mention the meta-challenges, which are perhaps the most irritating thing about the game (and yet which, ironically, are in the game specifically to induce replayability).  These challenges basically ask you to complete each mission while also fulfilling certain requirements, such as only killing enemies with a certain weapon, or to kill enemies without using a certain weapon, or other such random nonsense.  I tried paying attention to them at first, but soon found that they hampering my natural gameplay rhythm; why couldn’t I just complete the mission the way I wanted to, responding to the way the scene naturally unfolded?  Of course, after you complete each mission, the game “grades” your performance, and each missed challenge shows up in bright red text.  This is bullshit.  I mean, I get this “grading” thing, and it works in certain contexts.  But not here.  After all, I don’t give the game a grade after each mission for how many times the broken AI prevented me from doing what I needed to do, right?  Or how often the controls don’t actually do what I ask them to, such as when I’m attempting to climb a tree but instead accidentally jump 50 feet to my death?  (That sentence would be ironic if I were a professional game critic.)

Anyway.  I did a few more missions, and then I spent around an hour in the Boston Underground, unlocking the rest of the Fast Travel locations (or, rather, as many as I could find – I think I’ve gotten 6 of the 10 available).   And it was in these quiet moments of exploration and occasional parkour that I remembered why I still love this franchise.   My favorite bits of the previous games were those side areas that eschewed combat entirely and instead focused purely on climbing, exploring, and puzzle solving – in short, the parts that reminded me of Prince of Persia.  The Boston Underground is pretty underwhelming in that regard, as it’s less about gigantic ancient buildings and more about mostly narrow tunnels and a few lever puzzles that can be solved in around 15 seconds, but it’s at least sort of scratches the relevant itch.

So, there.  There’s some words for you.

I really started this specific post, though, to highlight some other excellent words written by writers far better than I.

1.  Last week I wanted to write a big response to the Eurogamer mini-scandal, and about the ethics of game journalism, and what exactly a “mock review” is and why it’s so terrible.  And then the brilliant Leigh Alexander went ahead and wrote this, and that more or less took the wind out of my sails.

2.  My good friend Carolyn Petit over at Gamespot wrote this lovely story about a woman in Pittsburgh trying to build an arcade, and the struggles she’s run into.

3.  Brendan Kough, over at one of my new favorite sites, Unwinnable, has a great appreciation for the irreverent storytelling of Borderlands 2.

trust issues

First:  there are a bunch of things I want to write about, but it’s gonna be tough to find the time to write them.   The day job is particularly bananas this week as everybody’s trying to get caught up from last week’s insanity, and so finding consecutive free minutes with which to craft interesting sentences out of interesting thoughts will be few and far between.   Speaking of which, the fallout from Hurricane Sandy resulted in, among other things, me not receiving my copy of Need for Speed Most Wanted until today, and my rental copy of Assassin’s Creed 3 may very well have gotten lost in the mail.  Now, in the grand scheme of things, I am OBVIOUSLY extremely thankful and grateful that these are the only significant setbacks I’ve been dealing with, especially since there are so many of my fellow New Yorkers who are still without power, water, and (especially) heat.  Still, I’m going to want to be playing the hell out of these two games, and I’m going to have to find time to fit them both in – especially since Halo 4 comes out tomorrow.

Consider this a quick sketch of what I’d like to be posting about this week, if I can:

1.  Forza Horizon.  This has gotten the bulk of my playtime lately, and as such I’m curious to see how that will influence my time with Need for Speed, which I’m still thinking of as Burnout Paradise 1.5.  As for Horizon itself – it’s a marvel.  The only real negatives I can offer for the game are specifically aimed at all the stuff that isn’t directly tied to the driving experience itself – the radio personalities, the pre-race smack talk with your “rival”, the festival itself.  That’s all junk, basically, intended to give me a reason to keep driving – as if the driving itself weren’t enough.  Which it most certainly is.  And the game keeps rewarding me for driving, even if I’m just aimlessly hunting down the last few signs I haven’t crashed into, or the last 3 or 4 stretches of road I haven’t driven yet.  I’ll go into further detail when the opportunity arises, because the game deserves it.

2.  XCOM Enemy Unknown.  GAWD.  I don’t know that I’ve ever been so intimidated and afraid of a game that I’m enjoying the hell out of.  I can only play it in 30-minute chunks before the tension becomes too much.  AND I’M PLAYING IT ON EASY.  Last night I finally finished the Skeleton Key/Alien Base mission, which I suppose is the first real gauntlet I’ve had to run; those goddamned spider bastards wiped out half my crew.  And the only reason I finished with 3 guys alive instead of 2 is that I was able to snipe the psychic alien and get a critical hit, one-shot kill before he could damage the guy he’d mind-controlled.  I get it:  a vital and central component of the playing experience is that you’re going to lose some of your crew members, no matter how well you play (or how much you save-spam), and that losing those crew members is going to matter.  It’s going to hurt, and it’s going to suck.  MISSION ACCOMPLISHED, assholes.

3.  The most important thing that I want to get to – and man, I really hope I can find the time to do it – is in regards to this recent Eurogamer kerfuffle about games journalism, ethics, and trust.  Stephen Totilo just posted a pretty thorough article about this whole mess here, encompassing points of view from pretty much all sides of the spectrum, and I highly recommend checking it out.  For me, though – as an outsider looking in – this latest episode has prompted me to ask myself what it is I actually want out of the game journalism and criticism I read; and, as well, why I’d want to get into this business in the first place.   If I write nothing else this week, I sincerely hope I can write that post.

Here’s hoping your week goes smoother than mine.

a postcard from Brooklyn, post-Sandy

So, first thing’s first – everyone’s OK here at SFTC HQ.  As far as the hurricane goes, I came out pretty great – never lost power, heat, water or internet.  I’m a little stir crazy, I guess, since me and the wife have been more or less stuck inside since Monday, but that’s fine.  There are hundreds of thousands of fellow New Yorkers who did not get off so easy, and my heart breaks for them.

Our neighborhood is one of the few that survived pretty much unscathed, but we’re certainly not in the clear.  Because all the ports are closed, and because mass transportation is still screwed up and the roads in and out of the city are filled with traffic, supplies aren’t getting in.  The local grocery stores and bodegas are running low on pretty much everything; the gas station a few blocks away from my apartment is out of gas, surrounded by perhaps a dozen vacant cars.  And I would make the argument that when supplies finally arrive, they really ought to go to the neighborhoods that really need it first, of which there are far more than mine.

It’s a little messed up, to be honest.  I’ve been living in New York City since 1997, and I’ve never seen anything like this.  As horrible as 9/11 was – and I don’t mean to diminish how traumatic it was – the city never felt quite as isolated and cut-off as it does right now.  And I mean that in the literal sense – it is damned near impossible to get anywhere in the city, as tunnels and bridges have been closed and traffic has been nightmarish.  It’s true that mass transit has sort of returned today, but going from Brooklyn to Manhattan via subways and buses is still an exercise in futility – see this Gawker post, for example, and know that the picture in that link represents but one-sixth of the actual situation.

Still, the city is picking itself up, slowly but surely.  Indeed, the mail came today for the first time since last Saturday.  (Alas, my Gamefly copy of Assassin’s Creed 3 was not part of the delivery.)

Anyway, even though I’ve been stuck at home for the last few days, there hasn’t been a tremendous amount of gaming, to be honest.  When the TV has been on, the wife and I have more or less been glued to NY1 to stay updated, and we’ve only taken breaks to watch James Bond movies.  I’ve managed to squeeze in a little bit of Forza Horizon here and there, and last night I spent a little time with XCOM.

XCOM, as it turns out, is a perfect “horror” game.  I can only play it in 30-minute chunks, actually, because (a) the battlefield gameplay is absurdly tension-filled, and (b) I am a huge pussy. And even though I’m playing it on Easy, it’s still monstrously difficult at times; when shit starts going wrong, it goes wrong really fast and before you know it your entire squad is either dead or zombie-fied.  I thought I’d been making good progress, actually – I’d cleared a few alien abduction missions without losing anyone, and the world council was very pleased with my overall performance, and I’d finally been able to create the Skeleton Key that granted me access to the alien base.  My squad was filled with experienced soldiers who wielded top-of-the-line equipment – those laser sniper rifles are insane – and I carelessly assumed that even with my overly cautious and methodical play style, I wouldn’t have too much trouble.

How wrong I was.  I cleared the first room easily enough, but then I entered the second room and encountered the Chyrssalids for the first time, and within 5 minutes my entire squad was overrun.

The turn-based nature of the game is actually a large part of the horror.  I suppose “dread” might be a better choice of word, because that’s ultimately what the feeling is; you know that no matter how long you stall in trying to figure out what to do, one of your soldiers is totally fucked.  You might have to walk away, go to the bathroom, get a glass of water, all the while thinking of a solution – but when you get back to the computer, your soldier (who has the only medkit, because you weren’t paying attention) is still about to get destroyed, and your other squadmates are either out of position or, even worse, are out of ammo and need to waste a turn to reload.

It’s a marvelous game, and I hate it.  I hate that I love it so much, and I hate that I keep having to walk away from it because I can’t take the tension.  Considering how much tension there is in NYC these days anyway, there’s only so much more I can take.

There’s not much more to report.  My copy of Need For Speed Most Wanted is apparently at my office, but I’m not going into Manhattan until the subways are running again (which probably won’t be until Monday at the earliest).  And as I said above, my copy of AC3 is in USPS limbo, though hopefully it’ll arrive tomorrow.  But really, the most important news is that everything here is OK; we are safe and warm and our dogs are keeping us company.