Avoidance

I’ve written here before about the Fear of Missing Out, and my compulsion to play as many of the Hot New Games as soon as possible in order to be a Participating Member in the Larger Conversation, which really just means that I’ll be able to read other people’s essays and Twitter conversations and have at least a passing, baseline understanding of what they’re talking about.

To that end, I should say right now that I have not yet played Fallout 4.  And I’m OK with that, even if it’s ridiculous; after all, I did spend some not-unsubstantial money on the Pip-Boy edition.

I’m rationalizing my decision to wait by saying that (a) I’d rather wait until the bugs are patched out, and (b) hey, I’m really enjoying Rise of the Tomb Raider and I feel like NOBODY’S talking about that one, and so if someone’s going to be talking about it, why not me?

But a larger truth about my reluctance to start Fallout 4 is that I’m a little intimidated by it.  As much as I love Bethesda’s open-world games – and I’ve devoured Oblivion, Skyrim and Fallout 3 to death – they are tough nuts to crack open at the start.  Even just creating a character causes a fair amount of paralysis; if I throw my previous Fallout experience out the window and just start from scratch, I have to agonize over each stat point, and how I want to look, and even the gender I’d like to play.  I don’t want to build someone that sucks; my first time building a character in FO3, I built this incredibly strong melee character (since that’s how I normally roll in the Elder Scrolls games) and it took me 4-5 hours of frustration and constant death to realize that strength and melee toughness is no match for at least basic gun skills.  I want to build the right character, and I don’t know enough about what I’m going to face to know how to get it “right”.

It’s interesting to me that, ordinarily, I like being able to create my own character.  I certainly love it in Bioware’s games; I steered my FemShep through the entirety of the Mass Effect trilogy twice, and I loved my Dragon Age: Inquisition character.

[QUICK TANGENT ALERT]

One thing that I’d like to eventually explore here is the psychological difference between playing your own customized character and playing as a known quantity (i.e., Lara Croft, Nathan Drake, Master Chief, any Assassin’s Creed protagonist, etc.).  Certainly you have a much greater degree of ownership over your own created character than you would with a franchise star like Lara Croft if only because Lara Croft doesn’t have any dialogue trees; her interactions with other people are scripted and filmed and that’s when you get to put the controller down.  And yet part of the experience of playing as Lara is that she is an interesting and compelling character in her own right, and you want to see what happens to her; you’re guiding the adventure, even if you’re not in control of the plot. (If I were to actually pursue this line of thought, obviously I’d have to talk about the Bioshock games, which go to great lengths to subvert whatever sort of autonomy you think you have over your avatar.)

[END TANGENT]

Anyway, so:  I’m playing the hell out of Rise of the Tomb Raider and it’s definitely pushing all the necessary buttons right now.  It’s only when I’m not playing it that the cracks start showing.

Certainly there are nits to pick here and there – shooting feels slow and unresponsive, which might be the game’s subtle reminder to play stealthily because the game rewards you with a hell of a lot more XP that way, and there’s a skill you can unlock that auto-headshots up to three enemies with your bow that essentially clears out rooms faster than they can be re-filled.  But this is hardly that big a deal, in that the combat sequences (thus far, at least) are over with relatively quick (unlike, say, in the Uncharted games, which rely on extended gunplay sequences to their detriment).

The story is… well, I’m trying very hard to give it the benefit of the doubt.  When I’m playing – well, to be more specific, when I’m moving Lara around on the screen – everything is well-paced and exciting and  fun.  The title screen says I’m 53% complete, but I’m not sure if that takes into account all the non-story stuff, which I’ve been doing as much of as possible. I’m very happy to just meander about and collect hidden things and search for challenge tombs and stuff – and even fast travel to previous areas with my newly-aquired gear that allows me to enter previously inaccessible areas – and all this can often feel very much at odds with the urgency of the narrative; but that also implies that I’m paying close attention to it.  I’m not necessarily on board with the story as much as I am the overall experience; the story itself falls apart under close scrutiny.

****SLIGHT STORY SPOILERS FOLLOW FOR THE FIRST HALF OF THE GAME***

Unlike poor Peter Dinklage in Destiny, the dialogue is quite good and well-acted for the most part; but the story is relatively flat and by-the-numbers.  One character (who was only in one or two scenes in the beginning) is revealed to be the enemy (which wasn’t particularly shocking, given the context of the reveal); another “friendly” character is somewhat mysterious, but the only real shock will be if he isn’t who all signs are pointing him to be.

More to the point, though, Lara is asked repeatedly why she’s searching for this game’s Macguffin, the Divine Source (“because my father killed himself over it!”), and what she intends to do with it if she should find it (“I… don’t really have a satisfactory answer for this!”), and how her quest is any different from what the bad guys are doing (“I don’t have an answer for this, either, but I’m the good guy, here, so, gimme”).

I would refer you to Carolyn Petit’s review and commentary for further analysis at this point.  I’d also refer you to it if only because it’s really well written, and includes my number one gripe about internet comments:

Some readers–those, for instance, who attack less-than-glowing reviews of highly anticipated games that haven’t even been released yet and that they haven’t yet had a chance to play–aren’t interested in actual criticism. They are interested in being told that their emotional investment in a particular game, their anticipation of it, the sense of greatness that they have already imbued this particular entertainment product with, are all justified, that the game they have yet to play is indeed going to be fucking awesome.

I’m still enjoying TR, and I certainly plan on finishing it, and I’d like to think that by the time I do, Fallout 4 will have received some of the patches it apparently needs.  I’ll also be squeezing in some Battlefront from time to time; I think it will supplement Rocket League as my quick multiplayer palate cleanser.

The First Few Hours: Assassin’s Creed Syndicate

Syndicate has its shit together in all the ways that Unity did not.

It’s autumn in 2015 which means that, for the seventh year in a row, I’m attempting to play a new Assassin’s Creed game.  Part of the annual ritual is deciding, with my friend Greg, what that game’s nickname should be.  Numbered sequels kinda take care of themselves, but so far we’ve come up with:

  1. Ass1
  2. Ass2
  3. AssBro
  4. AssRev
  5. Ass3
  6. AssFlag (or, alternately, BlackAss)
  7. AssUnit

Which brings us to this year’s installment, Syndicate, of which I had no choice but to bestow the sobriquet AssCat.  (As a long-time fan of the UCB, I felt it was only appropriate.)

Anyway, so:  I’m currently around 2-3 hours into AssCat; I’ve finished the tutorial and the Whitechapel sections, and both Jacob and Evie are at level 4.  Don’t let the even-level number misguide you, though; when given the opportunity, I’m spending every minute possible playing as Evie, because Jacob is a douche.  But we’ll get to that in a bit.

Here are some bullet-pointed immediate first impressions to note before I get into some details:

  • First and foremost – AssCat has its shit together in all the ways that AssUnit did not.  Even if I’m only 3 hours in, the game feels much more solid and conceptually unified, and exudes a self-confidence not seen since AssFlag.
  • The music is terrific – all sorts of very cool dissonant string quartet stuff going on, which I’m not sure I’ve ever heard in a videogame before.
  • There’s been a lot of talk about the new line-launcher as being AssCat’s great new innovation (even if it’s shamelessly cribbed from the Batman Arkham games), but for my money the best new thing about this year’s edition is the “Free Run Down” option, which makes getting down from the rooftops 1000x less annoying.
  • The map isn’t upsetting in the way that Unity’s was; there’s side-stuff, sure, but you’re not beaten over the head with it.  (And to be fair, the map had been getting out of control for a while now.  Even AssBro, my personal high point in the franchise, had a map that caused serious OCD panic.)

It is strange to be playing this game after having both Metal Gear Solid V and the Uncharted remasters still fresh in my hands.

As reluctant as I am to heap praise upon anything made by Kojima, I’ll give credit where credit is due – the stealth mechanics in MGS V are, without question, the best I’ve ever seen; and they’re the best because the controls are unambiguous and very responsive, and most importantly – and I can’t believe I’m saying this about a Kojima game – they make sense.  Enemies in MGS V react believably in response to your actions, and if they act absurdly in the face of absurdity, well, that’s an appropriate reaction.  Stealth in AC games, on the other hand, is a bit of a dicey proposition; the controls in AC games have always had a certain amount of jank, and so there is inevitably some grey area between what you intend to do and what your character actually does (like accidentally jumping off a rooftop instead of unsheathing your blade).  Furthermore, my 30+ hours in MGS V* have trained me to play non-lethally except where necessary – which I know doesn’t make any intuitive sense given that the word “Assassin” is part of the game’s title.

And as for the aforementioned Uncharted comparison: well, among other things, the opening of AssCat has you running through and on top of a train that eventually falls off a cliff, and train combat is a thing that happens quite a lot.  Which might sound familiar.

But let’s get to the actual game itself, shall we?

First thing’s first – I’m obviously still very early in the game and while I’m out of the tutorial and into the open world, I’m not 100% sure that I have the full gist of the game’s intentions.  That being said, if the opening Whitechapel area is any indication of how you progress in the game, then I’m pleased to report that it kinda reminds me of the very first AC game, of all things.  London is divvied up into certain sections, each with a recommended level.  You have 4 main tasks to perform in a section before you can take down the section’s boss, and I presume that you have to get rid of all the bosses before you get to the finale.  There are hidden chests and helix glitches and other collectibles to deal with, of course, but there’s a lot less overall clutter and tedium in your path.  I must confess that I like this streamlined approach.  The reason why it grew tedious for me in the first game was that none of these things ever changed, and so eventually I stopped playing “in character” and would start to bull-rush my way through each section, which would make everything that much more difficult.  Here, though, there are clear tasks to perform, and while the nature of each task might change from section to section, the game’s path of progression feels purposeful in a way that AssUnit lacked.

(Comparing this game to AssFlag is pointless; Flag is so profoundly and fundamentally different from everything that preceded it that it might as well belong to a completely different franchise.)

On a technical level, the game is gorgeous.  Again, I haven’t seen that much of London just yet, but what I have seen really quite spectacular; the texture detail on each building is quite stunning, and the frame rate is pleasantly smooth.  The streets are perhaps not as ridiculously crowded as in previous installments, but that’s fine.  (More on NPC behavior in a sec.)  This being said, London – as with each of these games’ open-world cities before it – lacks that certain thing that Rockstar does so well; it feels less like a living, breathing city and more like a really well-made 3-block radius that’s been copied and pasted all over the place.

I should also note that the NPC AI is so weird that I don’t even know how to react to it.  One of the things that is brought to your attention very quickly is that, in this particular era of London, factories were often populated by child laborers; one of the things that you’ll have to do as part of your section-clearing tasks is to free these children.  And as you might expect, there are guards patrolling each section of the factory.  And since you’re an assassin, you’re going to murder these guards.  In front of the children.  Who don’t react.  Nobody reacts, really.  In the opening tutorial, you run through a factory, sabotaging equipment and killing dudes in full view of everyone, and nobody bats an eye.  I guess people being stabbed to death in the street was just a thing that happened, and in the same way that modern New Yorkers deal with rats eating pizza in the subway, you just learn to deal with it.

Some other random, unconnected thoughts:

I have no idea what’s happening in the larger meta-story anymore.  Unlike some people, I liked the intersection of the modern-day and the digital past, and I had paid a lot of attention to it right up until AssRev, which I couldn’t finish; and Ass3 was a mess; and Black Flag had already moved on to something else; and I haven’t played Rogue; and I gave Unity far more time than it deserved, but still didn’t come close to finishing it.  Whatever the original intention was in terms of the present-day battle between the Assassins and the Templars has totally passed me by, and I’ve decided that I no longer care.

I’ve said this before, but it bears repeating: I wish these games could feel special again.  They should feel special; they’re setting games in places and eras that nobody else does, and at the game’s peak (which I put at AssBro), it was uniquely absorbing.  But the only way that’s going to happen is if Ubisoft stops annualizing it, which will probably never happen.  That being said, I don’t want to imply that AssCat is in any way phoned in; it’s just that the novelty has long worn off.

I love playing as Evie Frye; she’s a really cool character (where her brother is kind of a douche-bro), and I prefer the sneak/stealth approach rather than the brute-force tactic.  But as I mentioned above, it seems damn-near impossible to be non-lethal in missions, which means it’s more necessary to play as Jacob.  Again – I know this game is called Assassin’s Creed – you’re supposed to be killing people.  But it’s odd that they’ve given each character different strengths.  Jacob is a combat brute, Evie is sneaky.  (Still quite deadly, of course, but she also takes far more damage in combat.)  Everything you do in the game – from missions to side-stuff to just finding collectibles – earns XP, which unlocks skill points, which flow into a central pool; but if you unlock, say, lockpicking for Evie, you also have to unlock it for Jacob.  Switching between characters is easy in-game, but switching between their skillsets requires far more button presses than necessary, which is annoying.  This also means that leveling up can feel redundant, as well as unnecessarily difficult in terms of choice.  I want to make each character strong, but I’d rather make their dominant aspects stronger rather than having to catch up on their weak sides – like putting more points into health and stamina for Evie and putting more points into sneaking for Jacob.

I’m not gonna lie – I miss Prince of Persia.  But as long as Ubi is dedicated to churning out a new AC every year, a new PoP would be redundant (in terms of the action/platformer genre).  It should be noted, however, that its main competition – Lara Croft and Uncharted – are not annualized, and their respective releases feel special in all the ways that AC doesn’t.  I used to get really excited about AC games, and now I play them only out of obligation.  I wasn’t even necessarily planning on playing this one, and I’m not sure what it says about me that I was convinced because the general review consensus was that it doesn’t suck the way that Unity did.  I have a soft spot / blind spot where AC is concerned; that’s on me, and I hate feeling like a sucker.

This is damn near 2000 words already and I’m still only at the very beginning of the game.  I guess that means it’s worth talking about?


* I should probably just admit right now that I haven’t touched MGS V since I handed in that ~4000 word essay a month or so ago.  I still feel like I got my money’s worth, for whatever that’s worth.

Remastered Memories – on Uncharted

I’m having a lot of trouble concentrating on writing this post today, to be honest with you.  This morning was my son’s first day at a new pre-school, and… it didn’t go so well.  Now, this is a common thing among toddlers, and it’s a process that he’s already been through a few times, and I should’ve been better prepared for it.  But… man.  I can’t get his face out of my head.  I’ve seen him cry before, but I’m not sure I’ve ever had my heart broken by it the way it broke this morning.  He held on to us as tightly as he ever had; he wasn’t full-out bawling, but rather clenching his jaw and trying to not full-out bawl; I have to stop describing it.  It took all we could to not run back in and take him home and give him hugs and never let him out of our sight for the rest of our lives.  I’m sure he’ll be OK.  Hell, last night he had a tantrum in the bathtub because of some stupid thing and yet within 30 seconds he was happily making towers out of Team UmiZoomi shapes; I know he’ll be OK when my wife picks him up later this afternoon.

But still.  It’s awfully hard to focus on anything when the last image of your child’s face is of a desperate pout, sniffling and sobbing, as you close the door behind you because you have to.

*  *  *

I suspect that one of the many reasons why I’ve never been able to land any games writing gigs is that 99% of my writing samples probably include some sort of personal preamble.  I know that I can write about games and music and books and stuff without adding those sorts of details, but I like it when the writer adds a bit of extraneous context.  It helps me better understand where the person’s coming from; it helps me understand what informs their opinions.  Almost nobody in a professional capacity does it this way, and I totally get that, but it’s become a stylistic tic for me that I can’t shake.  And in any event, I’ve long since resigned myself to the knowledge that I will never have a full-time job writing about games or music or books, so: fuck it.  I’m going to be talking about the Uncharted: Nathan Drake Collection today, because I’ve played quite a lot of it over the last week, even if that wasn’t my original intention.

The original plan for the last week was to spend my free time working on new music (and fixing old music while I was at it).  Alas, I ran into some technical problems that, among other things, made doing any sort of music work impossible.*  So I resigned myself to play Uncharted instead.

Which isn’t a bad thing; I like those games a lot.  And the remasters are about as well-executed as one could hope for, which is saying quite a bit considering that both Uncharted 2 and 3 are among the best-looking games of the previous generation.  I’m not sure that you’d mistake them for current-gen games, especially during the cut-scenes – the faces look a bit plastic and not-quite-but-almost-uncanny-valley-ish – but by and large everything looks fantastic, and the PS4 controller makes the actual playing of these games 1000x less frustrating than they were with the Dualshock 3.

I’ve been bouncing around between all three games, with a primary emphasis on 1 and 3 (since I know 2 the best), and I’ll switch up either during a story break or when I run into a frustrating enemy gauntlet.

Speaking of which – one can’t help but notice how Naughty Dog’s approach changed between each game, even if I feel that they still ultimately paid too much attention to the wrong things – specifically, the combat.  I’m certainly not the first to make the observation (nor is this even my first time making it) that the disconnect between Nathan Drake’s scruffy charm and his murdering of hundreds of enemy soldiers becomes awfully distracting with each successive chapter break, and it’s only because Nolan North’s performance is so disarmingly charming that they can even begin to get away with it.  Still, it feels very much like Naughty Dog threw in as much combat as they could because they weren’t fully confident that the platforming and the exploration would be enough to sustain the kind of massive audience that Sony was hoping for.  Uncharted is primarily a combat game with some platforming thrown in every now and then, and even with some fun set pieces (like the cliff-side machine gun car chase) it gets tedious.

U2 changed this up considerably by putting much more emphasis on the characters and the narrative and integrating the platforming and puzzle-solving a bit more, and even if the game is still over-reliant on combat as the main meat of the experience, it at least makes the combat more spectacular, specifically through some still-extraordinary set pieces.  I mean, the train sequence remains as jaw-dropping as ever; I’m still not 100% sure how they managed to pull off that sequence’s pacing.  (Like: if you start that sequence and simply don’t move for 20 minutes, will you still end up facing off against the helicopter at the end?)

U3, if anything, suffers from a bit of over-confidence, making everything a spectacular set piece at the expense of a coherent narrative.  The character work is still charming, yet it feels obligatory rather than necessary – yes, it’s kinda neat to see how young Nathan Drake met his mentor, Sully, though the relic linking the past and the present is a bit of a stretch in terms of narrative justification.

*  *  *

I just re-read those paragraphs and they make it sound like I’m not enjoying myself; I am picking nits, I guess.  These are extraordinarily well-made games, and they do what they do exceedingly well, and if you haven’t played those games, this is the best way to play them.

Are they as good as I remember them being?  Well… what’s interesting is that they are still very much what I remember them being.  (Also, I keep dying in the same spots, which is either a sign that my blind spots haven’t changed, or that the games have difficulty spikes that can sometimes be overwhelming.)  Uncharted 1 is a promising debut that’s marred by an over-reliance on gunplay, Uncharted 3 is an astonishing technological experience without any real heart or soul, and Uncharted 2 is still one of my favorite games of the last generation.

But if I’m being honest with myself, I think I’m going to enjoy the upcoming Rise of the Tomb Raider a bit more.  I like what that reboot is doing with this genre, specifically how it approaches combat and why combat is necessary.  The first of these reboots handled it quite well; Lara only killed because she had to kill, and it wasn’t something she ever enjoyed doing even as she got better at it.  But the literal very first thing you do in Uncharted 1 is kill a bunch of pirates that are attempting to board your illegally parked boat; you already have your gun, you’re kinda already expecting it, and killing dudes ain’t no thang.  Drake wisecracks his way through hundreds of headshots per game, and I suppose you’d sorta have to in order to not completely lose your humanity.  Even so, the body count becomes absurd, and there’s really no way around that fact.  It is what it is, I guess, and I can only hope that next year’s finale finds a better balance between all its elements.

*  *  *

Earlier this afternoon I managed to snag a Pip-Boy edition of Fallout 4 for the PS4, which ended up answering two questions in one go – (1) which system I was going to get it for, and (2) that I wasn’t nearly as done with pre-ordering as I keep saying I am.  Considering that the XBone is still getting the short end of the technological stick as far as multi-console games go, I couldn’t help but err on the side of the PS4 being a better way to go.  And, I mean, look; the Pip-Boy is maybe the only tangible pre-order bonus I’ve cared about in at least a dozen years.  So, there you go.


* “Impossible” is not necessarily an overstatement, even if it really looks like one.  While it’s true that I’ve written lots of music without having a computer, it’s not really how I work any more, and a lot of the editing work I needed to do required being able to re-record parts, which I simply couldn’t do.  There’s a longer post I could write about my music-writing process – and someday I’ll write it, because frankly I’d like to figure it out – but this is not the time or place for that.

Weekend Recap: a head cold, MGS V with fresh eyes, Uncharted perspective, and Beginner’s Guide.

1. It’s funny; now that I’ve handed in my MGS V piece, I’m no longer feeling pressured to play it all the time.  And when I do play it, I’m much more relaxed and far less over-analytical.  So I try to steal a truck and suddenly stone-golem-soldiers appear out of nowhere and teleport out of the way of my bullets?  Hot damn, Kojima, well done.  I’m enjoying the side-op stuff a bit more if only because it’s more tactical and less ridiculous and the rewards are tangible.  (Not sure why some of them still appear lit up in the menu selection, even though they’re finished, but, well, Kojima!)

1a.  I’ve been using Quiet as my mission buddy, and she’s been more or less totally useless.  In fact, I finally realized that she’s the source of this bizarre humming sound that I hear whenever I prepare for an infiltration; I thought it was some sort of animal cry, or a sung prayer, but it was just her mumbling what appears to be the first few bars of “My Way”, or possibly “Danke Schoen“.  In any event it’s super creepy and distracting but at least now I know where the hell it’s coming from.

2.  I had to take a sick day yesterday – these autumn colds are the worst – and because I was feeling a bit loopy, I had an urge to compare the outpost infiltration of MGS V with the outpost infiltration of Far Cry 4.  They’re more similar than I realized, even if the controls are completely different; you scope out and mark enemies, figure out their patrol routes, look for things in the environment that might help you – oh, and pick up a few plants along the way.  The only real difference is that Far Cry doesn’t care whether you use lethal force or not – indeed, you’re supposed to kill everyone, it’s just better if you do it in such a way where nobody raises the alarm, wheras MGS V gives you added value of going non-lethal by getting added information via hostile interrogation, and being able to kidnap certain soldiers for your own purposes (which sounds way creepier written down like that than it actually is, I suppose).

2a.  Again, I was out sick yesterday and so I’m only peripherally aware of the new Far Cry Ice Age game or whatever it is.  Far Cry isn’t necessarily one of my favorite shooter franchises; it’s just that there’s been a bunch of them lately and they haven’t been bad.  My impression is that this is more of a Blood Dragon side story than a full-blown numbered-entry sequel; beyond that, I know nothing and will continue to know nothing until there’s something substantial to know, like a release date and price.

3.  I’ve violated my “no pre-ordering” rule a couple times this year; I can’t remember what the earlier ones were, but I’ve already pre-ordered a digital copy of Rise of the Tomb Raider, and I also pre-ordered the digital version of the Uncharted remasters, which come out on Friday.  I played a bit of the demo that came with it, and while it looks good, I’d forgotten just how much I hate the combat stuff.  At least the PS4 controller is better-suited for it.  Anyway, yesterday I played a little bit of U2 and U3 on my PS3, just to remember what it was that I was getting into (and also so that I could do a little compare/contrast of my own once the PS4 version lands).  The PS3 games still look terrific, actually – and U2’s train sequence feels like a special bit of magic, and I’m looking forward to playing them all again.

3a.  I’ve not yet pre-ordered Fallout 4, if you can believe it.  Part of it is that I expect to spend a lot of time with it, and so I’d like to know which version performs better; console parity has gotten a lot better in recent months and so I don’t think there’ll be that much of a difference, but you never know.  I am a bit curious, though, to know if the PS4 version will be getting the same sort of mod support that the Xbox One will be getting; even if I’ve never really goofed around with mods all that much, I’d like the option if it’s available.

4.  My rental copy of Tony Hawk 5 arrived yesterday – a few days later than it was supposed to, though that hardly matters.  I must confess that even after all the horrendous YouTube glitch videos and impressions had surfaced, there was a small part of me that kinda wanted to play it anyway.  But then I remembered that there was a mandatory 7 GB patch I had to download before I could play, and that was enough for me to send it back ASAP.

5.  Oh yeah – I almost forgot.  I played Davey Wreden’s The Beginner’s Guide last week, and it’s one of those experiences that forces me to stumble upon the limits of my own writing ability; I’m not good enough of a writer to talk about it.  (Believe me, I tried writing about it last week and failed miserably.)  I found it moving and beautiful and wonderfully meta, and it does as good a job about describing the creative process and the emotional peaks and valleys that accompany that process about as well as anything else I’ve ever come across.  It’s hard not to compare it to his previous game, The Stanley Parable, in that in both games you walk through a series of rooms accompanied by specific narration, but that’s about all they have in common.  Beginner’s Guide feels much more personal and sincere and refreshingly avoids the emotional shield of detached irony that might ordinarily accompany this sort of experience.  To say more would spoil it – it’s a 90 minute experience, give or take, and it’s one you should ideally experience without any other prior knowledge.  Just know that the ending took my breath away.

on managing expectations

In last week’s entry, I sounded pessimistic about the Fall 2015 videogame release schedule.  Not much has changed since then; unfortunately.  We had company on Saturday and I was laid up with a nasty head cold on Sunday, and so I only had a few hours of game time, and yet I was still kinda non-plussed at the end of it.  I played an hour or so of the remastered Dishonored; it looked fine – about on par with my PC – but I’d already played those first few missions a lot, and I wasn’t feeling particularly inclined to play them once more, Achievements notwithstanding.  I also played an hour or so of the remastered Gears of War, and it looks very much like how I remember it looking, which is probably the best you can hope for in a remastered port; it’s just that, as with Dishonored, I’m not really sure I feel like playing through the rest of it.  Calvino Noir has gotten fair-to-middling reviews in the few outlets that have bothered to write anything about it, which is a bit disappointing, and Madden 16 simply isn’t my cup of tea.  So there’s that.

This week is Metal Gear Solid V and Mad Max.  I’m going to take a wild guess and presume that the release date review embargo for Mad Max probably means that it’s not going to score all that well, and also that launching it on the same day as MGSV probably means that its publisher isn’t expecting that much of a return.

Review scores are not necessarily the be-all end-all for me, of course; I have been mystified by the Metal Gear franchise at every turn and even though this latest installment has gotten impossibly high scores from nearly every outfit that’s looked at it, I can’t help but feel incredibly skeptical about it.  I didn’t particularly care for Ground Zeroes, and if this is simply a much larger version of that, with a plot even more ludicrous and ridiculous, well… let’s just say I’m glad I’m not buying it.

Here’s the thing, though, and it’s maybe a point that I should probably have emphasized a lot more during this last year or so of general gaming apathy; I’d love to be proven wrong.  I’d love to sit down with either one of these games and get sucked in and have a good time.  That’s why I still write here, that’s why this blog exists.  I have precious little time for gaming these days, and so I’d like the time I do get to play to be well spent.  I genuinely hope that I can sit down later this week and rip open my rental copy of MGSV and get sucked in – if not to the impossibly ridiculous story, then at least into the moment-to-moment experience of exploring the environment.


Not all is doom and gloom as far as games are concerned, and I’d be remiss if I didn’t throw some love towards some iPhone games that have been kicking serious ass of late.  To wit:

  • Lara Croft GO, which is a strategy-action-board-game hybrid that feels far more accessible and interesting than Hitman GO, the game that preceded it; I was able to finish the entire thing without needing any help, which was very rewarding.  I’d recommend playing it on an iPad as opposed to an iPhone (if only because the larger screen makes it considerably easier to find the hidden collectibles), though my iPad 3 did not run it particularly well.
  • PAC-MAN 256, which is a novel combination of both Pac-Man and Crossy Road, and which works far better than you might expect; and
  • Sage Solitaire, which is a poker-ish solitaire game built by the guy who made the excellent SpellTower, and which is fiendishly addictive and maddeningly frustrating.

While we’re on the topic of enjoying the moment-to-moment experience of a carefully crafted world, I want to pour one out for the dearly departed Hannibal, one of my all-time favorite television shows and which featured as thorough of a mic drop in its finale as one could’ve hoped for.  Nobody else watched this show, which is why it only lasted three seasons, but they were three of the most gorgeously photographed and exquisitely acted and straight-up BOLD seasons of network television I’ve ever seen in my life.  Not since Twin Peaks have I been so genuinely unnerved by something on a major network; there are images from nearly every episode of this show that I will never be able to get out of my head (the totem pole, the angel wings, the mushroom garden, the increasingly horrible fate of poor Dr. Chilton, etc.).  It’s been a hell of a ride, and I hope they can secure financing for a filmed version of the 4th season’s arc.  If Wet Hot American Summer can come back as a serialized Netflix show, then anything’s possible.


I’m currently reading Nick Harkaway’s Angelmaker, which I’m enjoying, though not nearly as much as I enjoyed his debut novel, The Gone-Away World, which is one of the most fun books I’ve had the pleasure of reading in quite some time.  I loved that book so much that I ended up buying the rest of his published output, and I suppose I should’ve expected a bit of a letdown after Gone-Away World’s brilliance; I’m not done yet, of course, and there’s still plenty of book left for me to get knocked out by – he has a remarkable way with words, of course, and even if the plot isn’t quite as riveting, his prose is still genuinely fun to absorb.


Weekend Recap: The Crunch

[Apologies in advance; this post was written in a very haphazard manner over a period of several hours and whatever thesis I was trying to make when I started has been completely lost by now.]

I have a friend who can, somehow, read several different books at once; I don’t know how she does it, because I certainly can’t.  My reading time is generally on the short side as it is, and it occasionally can be a struggle just to remember where I am if I have to put a book down for a few days.  (For whatever it’s worth, I’ve already read 22 of the 30 books in my Goodreads challenge, so at least I’m ahead of the curve in that regard.)

I bring this up because, just as I can’t read more than one novel at a time, I can’t play 2 AAA, story-driven games at once; my brain can’t handle the distraction (nor can it adjust well to different control schemes).  I can play one AAA game and also, say, a driving or sports game just to cleanse the palate, but that’s really about the extent of it; if I’m playing a capital-G Game, that’s about all my brain can handle.

So I am desperately trying to finish The Witcher 3 before tomorrow, when the new Batman comes out.  I’m almost there, and yet I’m also very much aware that I’m procrastinating a bit.  I don’t want it to end.  And unlike a book, where you kinda just have to keep turning the page, there is almost always a “?” on the Witcher map that’s somewhat nearby where I’m standing, and so I’ll head over there to see what it is.  Or maybe there’s a monster-hunting contract that I’m finally sufficiently leveled up for that’s nearby, and so I’ll do that instead.  (At this point, though, I’m level 33 and there’s almost nothing I can’t handle beyond falling off a staircase.  It is amazing to me that Geralt can survive a dragon fight but dies instantly when falling off a 10-foot ledge, which is especially annoying when the fall is due to an accidental geometry clipping issue.)


I don’t like this feeling of rushing.  I don’t understand why I’m not allowing myself to take as much time as I want or need.  I have no professional obligation to finish this game; none of the posts I’ve written about it here have generated more than, say, 20 hits at a time, and it’s doubtful this post will do any better.  And the thing is, Batman’s gonna be downloaded and ready to go and I can start it whenever I want.   I am a grown-ass man, goddammit!  I can play it when I’m good and ready!

Of course, starting tomorrow, people on the internet will be talking about Batman instead of Witcher and I want to be a part of that conversation.  This is absurd, because I’ve been playing Witcher for the better part of a month and almost nobody is talking about it; granted, E3 had a lot to do with it, but even so, almost nobody on my PS4 friends list is playing Witcher 3, so if there is a conversation about it, I’m clearly unaware of it.


I suppose it would be premature of me to make some sort of hyperbolic statement regarding how I feel about Witcher 3 without technically having finished it; there’s always the possibility that the story’s conclusion will be an utter trainwreck.  I am hopeful that’s not the case.

On the technical side, there’s a more distinct possibility that I’ll run into some sort of bug that breaks the game completely; the game’s already crashed to the PS4’s dashboard more times than I can remember, and I’ve also noticed that towards the end of long sessions (and not even really that long – most of my recent sessions have only been 1-2 hours long) the level geometry will start breaking – last night, I had to restart one particular story mission several times, from a manual save point I’d made right outside a door, and each time I opened the door something bizarre would appear on the screen – the walls wouldn’t be formed, bodies would not have heads (or, more nightmarishly, heads wouldn’t have bodies), etc.  So there’s that.

Still, I am prepared to say that Witcher 3 is, for all intents and purposes, the best game I’ve played since 2011’s Portal 2 or 2010’s Red Dead Redemption.  And as I would put either of those 2 games in my all-time Top 10, I suppose you can see where I’m going with this.  It’s been an absolute joy the whole way through, and it does so many things right that it could very well ruin Fallout 4 for me.  Which is fine, honestly; I’d rather a game be that fucking good than not, and it’s been an awful long time since I felt this strongly about anything.  To think that, just days before this game arrived, I’d nearly given up on gaming altogether!

Further Adventures in Real Estate

1.  In last week’s entry, I wrote that I was incredibly distracted and overwhelmed by the very real possibility that the house we’d fallen love with was going to be ours within a matter of weeks, and that the speed with which this whole thing happened was dizzying and disorienting.  In my excitement and confidence and naivete, I’d told a work colleague that the only two things that could happen to derail this process was that (1) the bank would do their own appraisal and give us far less of a loan than what we’d bid, or (2) the inspector would say “this house is actually just a hologram and doesn’t exist in any sort of physical reality.”

As it turned out, (2) was closer to the truth than (1); the inspection went so terribly that we agreed to abandon it about halfway through, because there was nothing we could see that could possibly make up for what we’d already seen.  Words like “deathtrap” and “shitshow” were thrown around.  The inspector – who was hired by our realtor, and thus was professionally biased on her behalf – said to us, “Look – no problem is unsolvable.  But if you were my own flesh and blood, I’d urge you to walk away.”  I asked our realtor, who’s been doing this for a long time, how this flip ranked in terms of what she’d seen, and she said that it was, in fact, the worst she’d ever seen, and by the time we’d signed the inspection checks, she was already looking at other properties for us to visit.

So there’s that.

At this point, we’ve learned quite a lot in a very short amount of time, the most important of which are:

  • There will never be a situation in which an inspector looks at a house and says, “I can’t find anything wrong, this is a perfect house.”  But there’s a difference between a solvable problem and a waking nightmare.
  • The Venn diagram comprising available houses in this neighborhood in our price range that also meet our specific needs and that aren’t going to collapse in a stiff breeze is going to be very small, and we have to be realistic about what we can expect to find.
  • A good support team is everything.

We’re not giving up; indeed, we went back out there this past weekend and saw something that’s actually quite lovely, and we also learned that the very first house that we ended up being the runner-up bid for might be coming back on the market, and the chance to get a second crack at that one is certainly very intriguing.  But until we finally get out of the nightmare contract and get our money back, we’re still on the outside looking in.

2.  I need to get back to the album at some point, but as you can imagine, it’s just impossible to feel creative and focused when so much big stuff is happening.  Looking at houses is exhausting, especially with a two year old who loves climbing stairs and saying “No.  Stop.”  and hitting you when it’s time to stop climbing steps and leave the house.  I’d hate to think that I’m not going to get back to it until we’re moved in to a new place, because who knows how long this process is going to take; in the meantime, though, it’s rough going.  I’m trying to not beat myself up about it; these are extenuating circumstances, to be sure, and I’m sure that soon enough I’ll be able to carve out some time and mental energy to get back to it in earnest.

3.  I am kinda playing games again, though, if only because that’s easier for me to deal with when I’m collapsed on the couch.  There wasn’t a lot of time this weekend, but there was enough time for me to be able to see a few things.

  • Invisible, Inc. is a really interesting turn-based stealth game – it’s by the team that made the fantastic Mark of the Ninja, and it looks an awful lot like XCOM – and I can’t wait to really settle down and play it for real.  The simple truth is that for me right now, even on the easiest difficulty setting, it’s very stressful, and I’m already too stressed out as it is.  Supposedly it’s coming to PS4 later this year; if it also came to the Vita, I’d gladly buy it twice, as I think it’d be perfect as a handheld title.
  • Project CARS is really beautiful and really obtuse; I played it for about 5 minutes and then put it back in the Gamefly envelope.
  • For some reason, I felt bad that I’d not turned my Xbox One on in a while, and so I decided to rent Dead Rising 3, even though I’ve never really cared for the first 2.  And after 10-15 minutes, I remembered that I’d still not finished Sunset Overdrive, which is one of the games I bought the XBO for in the first place, and that if I had to choose between two zombie apocalypse games, I’d much rather play Sunset Overdrive.
  • Did I end up playing Sunset Overdrive, though?  No, I did not.  Instead, I tried to cram through as much of Wolfenstein: The Old Blood as I could.  I’m about 3/4 of the way through, and even though it’s not nearly as engrossing as last year’s New Order, it’s certainly fun enough in its mindless action, and shooting Nazi zombies is always a gas.  (Even though they also shoot back, which, I mean, come on.)  I’d like to finish it tonight, so that my plate is clear before The Witcher 3 unlocks.

Yeah, The Witcher 3.  I’m trying to keep my expectations in check.  I played bits and pieces of the first two and couldn’t really get into either of them.  The hyperbole surrounding this newest one is ridiculous, which is impossible to ignore; but given that I’m also feeling rather sour about games at the moment, it must be said that I’m kinda putting a lot of pressure on it to really be as good as everyone else seems to say it is.  If The Witcher 3 can’t get me excited about gaming as a medium, then maybe I should start thinking about switching off for good.

Weekend Recap: A Farewell to Bad News

THE SHORT VERSION:  I had almost no time to really do anything productive this weekend, and yet:

  • Played five minutes of Bloodborne, hated it, am never playing another ‘Souls game ever again.
  • Finished Greg Sestero’s The Disaster Artist; kinda makes me want to hate-watch The Room again, which doesn’t necessarily make it a successful memoir?  It’s OK.
  • Recorded two new music things yesterday, one of which I think came from a dream (it’s not bad, but my recording isn’t great), the other of which is an idea I’ve been thinking about for around 13 years (and have already recorded twice – once in 2001, and again somewhere between 2003-2006), and which I’m VERY VERY EXCITED ABOUT and want everyone to hear, even though it’s not done yet.

THE LONG VERSION:

Long-time readers of the site may have noticed that I’m not really writing very much about games these days.  There are several reasons for this.  The most obvious is that I’ve been super-focused on writing music, and so that’s taken up a great deal of my available brain-space.  There’s also not a whole hell of a lot going on right now in terms of new games that have caught my interest – I mean, there’s a few indie titles that I was enjoying and want to eventually get back to (especially Ori and the Blind Forest), but, again, any and all free time is being focused on music right now.

But there’s also shit like this, which literally makes me nauseous.  It is mind-boggling to me that we’ve gotten to the point where there’s a convenient and commonly-known name for this activity (“swatting”), and yet somehow the idea that someone wanted to make it even worse is just sickening.  The videogame community at large has been a toxic cesspool for years, and anyone who’s been on the internet since last August is probably sick to death of crap like Gamergate and whatnot, but this sort of “prank” is going to get somebody killed soon, and it makes me want to have nothing to do with a hobby I’ve loved since I was 6 years old.  I’ve thought about getting into streaming, but the idea that a SWAT team could storm my apartment and hold shotguns to my 2-year-old’s face because some bored teenager thought it would be hilarious makes my blood boil.

So given how angry and upset I am over the state of gaming culture, you can probably imagine why I was not really in the mood for something like Bloodborne.  I did give it an earnest go.  I created a character, made my way down the steps of that darkened house, came across a creature, realized I didn’t have any weapons but decided to attack anyway, had a pretty good run at the beastie before getting destroyed, woke up in the courtyard of a weird ghostly manor, resurrected back to the house, saw the beastie, and before I could even press a button I was suddenly killed, and then as I waited 45 seconds for the game to finish taking me back to that ghost manor, I realized that life is too short to be needlessly frustrated by something that I’m not even really sure I’m going to enjoy.


What I have been enjoying lately is making music.  I’ve recorded more music over the last 2 months than in the previous 8 years combined.  I’m reconnecting with a part of myself that I’d more or less put on the shelf after my last band broke up in 2007, and it’s a wonderful, empowering feeling.  I’m really excited by the stuff I’m recording now, whether it’s brand-new or something 20 years old that I’m re-purposing.  Even though I’ve still got a long way to go before this album is finished, I’m feeling as energized and motivated as I ever have before.  Shit, I’ve even got 6 potential album covers ready to go and I don’t even have any song titles yet.

really want to share this stuff with you all; it’s killing me that I have to keep it hidden away.  (As a matter of fact, right this very minute I’m listening to a thing I recorded late last night and it’s all I can do to keep myself from attaching it to this post.) It’s for the best, of course – anything you could hear right now is still very early and unfinished, and I’d rather you hear what you’re meant to hear, and there’s some cool stuff that’s going to happen when this thing is finally ready to go which I can’t talk about just yet.  But I’m in a really good place as far as music is concerned, and that’s putting the rest of my life in a really good place, and I feel like I’m becoming a whole person again, and that’s maybe the best news of all.

Weekend Recap: Noodling Around

MUSIC:  If we’re judging the new album’s progress solely by how much I’m uploading to my Google Drive folder every week, then obviously I’ve slowed down rather considerably since February.  But I’m still working / thinking / contemplating / scribbling down lyrics whenever they pop into my head, nearly every day.

My beta listeners might disagree with my analysis, but as of right now, out of the 20-odd demos I’ve uploaded, I’ve narrowed my attentions down to 10 of them.  One of those 10 is a brand-new thing I recorded the other night, which I was tempted to upload and share immediately after I bounced it to mp3, even though I probably shouldn’t.  I really like it, but I also am fully aware that it’s a nearly 5-minute-long guitar noodle, similar to the looping stuff I was doing about 15 years ago; and if it were to actually make the cut and appear on the album, I’d be doing some drastic edits in order make it a bit less self-indulgent.   (Ironically, this is why I’m tempted to post the original version in all its noodle-tastic glory, given that it’s almost certainly not remaining in its current form.)

I’ve also reached the inevitable crippling self-doubt phase, which is what happens when I listen to these demos too many times and end up either (a) hating them or (b) getting too attached to their rough-draft imperfections and wanting to keep them as is.  That second part is also why it’s hard to make second drafts out of these things sometimes; even though it’s a relatively minor thing to simply cut/paste sections over a few measures to insert some extra time for a verse or whatever, I’ve gotten so used to how these things already sound that even though the adjustment makes the song better, I don’t like it as much.

I might need to take some time away from the demos and simply listen to this stuff in my head for a while.

I also might go ahead and post this new thing anyway, or at least a little snippet of it.


BOOKS:  I realize I haven’t talked about what I’m reading in a while; I’ve been slowly going through David Mitchell’s The Thousand Autumns of Jacob de Zoet for the last few weeks; last night I started Part 3.  I was always apprehensive about starting it (which is why it’s been in my backlog for as long as it’s been), given that I’m not particularly drawn towards historical fiction, especially in an era that I have absolutely no prior knowledge of (in this book’s case, the Dutch/Japanese trade of the very late 1700s).  But Mitchell is still a hell of a writer, and I suspect that his reasons for setting this book in this very specific period and place will make sense, and in any event it’s very cool to see characters from his other books show up in this one.


FILM:  I don’t usually talk about movies in this blog, if only because I simply don’t have the time to consume film the way I used to.  But I did want to take a few minutes to talk about Interstellar, which the wife and I finally saw over the weekend.  I’ve been a devout Christopher Nolan fan ever since Memento exploded my brain – that’s one of the few films I’ve bothered to see in a theater twice – and I’ve enjoyed everything he’s made ever since, despite their varied flaws.  (My biggest problem with Inception, besides the fact that it gave me a panic attack when I saw it in the theater, is that there’s no character development in any line of dialogue; everything’s flat and expository and it’s a credit to his actors that you feel anything at all towards them; a similar line of attack could be levied towards the Batman films, too.)  In any case, I’d heard mixed things towards “Interstellar” but I knew I had to see it for myself anyway, and so I did, and I absolutely loved it.  It’s not without its flaws (though I wouldn’t dream of taking issue with its science; it’s out of my depth anyway, and whether or not it’s 100% scientifically accurate is somewhat besides the point, I think) and I saw certain twists coming, but I still gasped at their reveal, and I can’t help but admit that Matthew McConaughey (an actor I’m not terribly fond of) was really, really, really good.

Side note:  in the wake of the Marvin Gaye/Robin Thicke lawsuit and the troubling precedent it could set, I can’t help but think that Philip Glass could sue the pants off of Hans Zimmer for essentially ripping off Glass’s soundtrack for Koyaanisqatsi.  Which is not to say that I didn’t enjoy the “Interstellar” soundtrack immensely; it just sounded somewhat familiar to me, and then I listened to it on Spotify and realized why.


GAMES:  Lots to talk about.

1.  I finished The Order: 1886.  I stand by my earlier faint praise, though now that it’s all over I can see why people would be disappointed:

  • The game’s premise is still very intriguing – the Knights of the Round Table are quasi-immortal knights currently engaged in a war with vampires – but nothing particularly interesting is done with that premise.
  • For all the game’s cinematic aspirations, it doesn’t stick the landing at all.
  • Any game, film or book that contains a scene between adversaries that has a variation of the line “We’re not so different, you and I” is now getting docked a full point in my arbitrary and non-existent rating system.
  • The combat system never really evolves.  You mostly fight human soldiers, usually head on although there are some stealth sequences here and there; maybe three or four times you fight some beasties, who have a much different attack pattern; and then I think there are two “boss” fights against these monsters which are mostly QTE-enhanced.  I don’t hate QTEs as much as most people, but I don’t necessarily like them all that much either; I don’t mind them here, but that’s also because they don’t pop up all that often.  (That said, the very last shot in the game has a QTE prompt in the dead center of the screen, which robs the moment of whatever gravitas it was aiming for.)
  • The “hidden collectible” aspect of the game is dumb and underdeveloped and a waste of time.

But:  it is absolutely gorgeous, and it’s relatively bug-free (which is very impressive in today’s AAA space), and I think a sequel could be something truly special, if it’s done right.

2.  During this weekend’s 2K sale on Steam, I ended up buying both Civilization Beyond Earth and Sid Meier’s Starships.  I keep forgetting that I need to be in certain moods in order to really get into Civ games, and I was not in those moods this weekend.

3.  On a whim, I decided to get back into Shadow of Mordor, which I’d put aside a few months back.  Decided to start over, from the very beginning, to remember how to play it properly.  Lo and behold, I’m enjoying it about a thousand times more than I did the first time; I don’t know what happened to my brain between then and now, but something about it finally clicked, and now I’m really enjoying it.  I’m also much better at it this time around, for whatever reason; the first time I was getting my ass kicked left and right, but in this second go-round I’m holding my own much better.

4.  My almost-2-year-old son is infatuated with the Lego Movie – and given that I enjoy it as well, I don’t mind him watching it over and over again.  So I decided that this would be as good a time as any to replay the game again, if only so that he could control Emmet directly.  The game is still buggy as hell, but whatever – if Henry wants Emmet to jump, Emmet jumps, and he gets quite a kick out of it.  (Also, my dog Lily is an expert-level photobomber.)

press x for ethics in game journalism
press x for ethics in game journalism

Weekend Recap: Order out of Chaos

The Game:  The Order: 1886
Current Status:  3-4 hours in, halfway through Chapter 9 (out of 16)

The conventional wisdom on The Order: 1886, as far as I can tell, is the following:

  • for a $60 game, it’s far too short and has no lasting value beyond the initial campaign
  • for a third-person cover shooter, it hardly reinvents the wheel, and the combat is bland and uninspired
  • it’s absolutely gorgeous, though the decision to force black bars on the top and bottom of the screen (to enhance the cinematic widescreen effect) means you see less of the world than you’d like
  • but still, holy shit, the game is gorgeous
  • there’s not much to do beyond shooting, and while there are lots of nooks and crannies off the very narrow path, there’s not as much hidden secret stuff as you’d expect, and the stuff that’s there isn’t particularly interesting or provides any tangible benefit to the player
  • given that Nikola Tesla is basically the game’s version of James Bond’s Q, you’d expect the weaponry to be a bit more diverse than it actually is
  • in any event, the weaponry you encounter in the world is not adequately explained (which is to say it’s not immediately apparent why you’d pick up one weapon as opposed to another when given the choice)
  • also:  lots and lots of QTEs, which are dumb

I can’t really argue with any of that; and yet I’m still finding myself enjoying the game quite a lot.

I think what we’ve got here is essentially an incredibly polished first draft.  The game’s world feels rich and deep, and the characters are acted quite remarkably well, even if the script is somewhat lacking in urgency and certain elements of the plot feel somewhat under-developed.  Perhaps it’s because I’m a sucker for finely delivered British accents that I’m allowing myself to gloss over the story’s shortcomings.

As to whether the game is worth $60 – well, I’m renting it, so I’m not feeling shortchanged.  But I think there’s something to be said about a game’s length in proportion to its intrinsic value.  Not all games need to be 100 hours long in order for me to feel like I got my money’s worth.  I loved Dragon Age Inquisition but there’s a fair amount of padding in that game, and once I finished the main story I lost any and all desire to finish my considerable amount of sidequests.  Meanwhile, I’ve played the considerably shorter Portal and Portal 2 more times than I can count, and I enjoy them every time I do.  Length isn’t the issue; it’s making sure that every moment feels as though it matters.

To that point, I don’t feel like my time is being wasted in The Order: 1886.  It’s not without some considerable problems, but I’m having more fun than I thought I would.  Maybe it’s the graphics whore in me, too – but goddamn, this game is spectacular to behold, even despite the fact that a lot of it is dark and dreary.  I would love to see Dishonored 2 run this well.  (It also reminds me a fair amount of last year’s ill-fated Thief reboot, for whatever that’s worth; games inspired by London in the late 1800s are apparently a thing now, but when they’re done well it’s quite breathtaking.)