A Lack of Patience

1. My latest Uncharted 4 correspondence for Videodame’s Co-Op Campaign is up!  Check it out here.

2. Earlier this year I wrote that I was done with Lego games, having struggled to finish Lego Marvel Avengers..  To be more specific:

The voice acting is mostly taken from the movies, except each line reading feels strangely sleepy and deadened in its delivery; the action is relentlessly tedious, endless waves of enemies descending out of nowhere, for no particular reason except to pad everything out.  Plenty of bugs.  A whole bunch of puzzles that do not explain themselves at all, which is all the more frustrating because the game doesgo out of its way to explain the dumbest shit in agonizing unskippable camera swoops.  I know, I know – I’m 40 years old, I’m at least 25 years past the target demographic, etc.  This doesn’t stop a shitty game from being a shitty game.  Remind me that I said all of this when Lego: Star Wars: The Force Awakens comes out in a few months.

Well, for some stupid reason I decided to rent Lego Star Wars TFA, and, lo and behold, everything I said in the above paragraph applies to this new game as well.  I am no longer interested in having to repeat the same platforming exercise dozens of time because the game is too stupid to recognize where I’m jumping.  And while it’s great that they added some new stuff to break up the formula – 3rd-person cover shooting, space combat – the new stuff is so poorly executed that I’d rather they kept it out.  I barely got through 2 chapters before deciding I’d had enough.  I’d rather watch the movie anyway.

3. I realize that I never updated my progress with respect to INSIDE.  Well, I finished it, and… um… yeah.  I stand by my initial assertion that it packs one hell of a first impression, and that the animation and sound design are particularly excellent.  That being said, I have literally no idea what the hell happened there at the end, and I was left with a lingering sense of “what the hell did I just play, and why?”  Hard to explain unless I get into spoilers, though even with spoilers it’s not like it gets any easier.  Would be curious to discuss it with someone who got it.  Otherwise, I’m starting to wonder just what it is about PlayDead and their fascination with child murdering.

4. I’m kinda drifting along through my gaming library at the moment.  I should be focused on finishing Witcher 3: Blood and Wine, but that requires a time commitment that I simply don’t have right now; that’s not the sort of game that I can play for just 30 minutes and then log off.  For some reason I bought the PS4 editions of Saints Row 4 and Gat Out of Hell, probably because they were stupidly cheap.  I do kinda love how ridiculously dumb SR4 is; it’s the Crackdown sequel I always wanted.  The PS4 edition barely qualifies as a “remaster”, but that’s not necessarily enough to ignore it completely; it’s a fun, dumb game, and I’m happy to mess around with it unless it completely crashes (which it actually did the other night).  I’d never played Gat out of Hell, and after 30-45 minutes with it I’m not sure I need to.   I am obviously going to start playing Red Dead Redemption again on Friday, once its transition to the XB1 is complete; I don’t know if I’m going to start over from scratch or just pick up where my cloud save left off, but all I really want is just to hang out with it again.

Weekend Recap: Before the Storm

Some quick ramblings while the snow starts to accumulate:

1.  I’m roughly 14.5 hours into Far Cry 4.  The front splash screen tells me I’m only 36% complete.  I clutch my head in despair.  I find myself pressing on in spite of everything telling me to stop, including the game itself.  For example:  I’m in the mood to do some of the propaganda missions, so I open up my map, set a waypoint to the nearest one, and then find a car.  5 seconds after I start driving, I get a radio message telling me that the camp I just left is under attack, and so if I don’t immediately turn around and defend it, I lose the camp again.  This doesn’t feel like dynamic, organic gameplay in a living, breathing world; this feels like the game yelling at me to do a chore that I already did.  And yet, as I said, I’m compelled to keep playing.  In addition to the numerous side activities, I did quite a few campaign missions over the weekend; I visited Shangri-La for the first time; I conquered my first fortress; I upgraded my homestead.  I do appreciate that I can make a 15-minute session as productive as a 4-hour binge, if I so choose.  But it’s hard to get past the underlying blandness that permeates everything.

Speaking of which:

2.  The last FC4 campaign mission I finished before checking out for the weekend involved me taking over a “brick factory” / opium den, and once I was inside my character started hallucinating (i.e., things changing colors, weapons changing at whim, enemies exploding into colorful chalkdust).  This reminded me quite a bit of Saints Row 4, and then I remembered – oh yeah, I rented the Xbox One version that just came out last week, why not check that out?  And, um, it’s pretty underwhelming.  I’d finished the original game on my PC, and while my PC is not a powerhouse by any standard it still looks better there than in this XB1 version.  I can forgive that to a certain extent, but more troubling was that the combat/shooting felt kinda terrible, too; maybe it’s because I’ve been playing a lot of FC4 and GTA5 lately, where the combat feels quite good (or maybe it’s just the lock-on targeting in those games is a bit more pronounced and I know how to use it well), but I felt wildly inaccurate when shooting in SR4’s opening missions; and I’d be remiss not to mention that the combat didn’t feel particularly powerful or meaningful.  Granted, I know full-well that you have to play SR4 for more than 10 minutes before it starts getting meaningfully insane, but given that I’ve already played it… I’m not sure I need to continue.  As far as HD remasters go, this one is pretty disappointing.

3.  Surprise surprise, I splurged a little bit in the weekend PSN Flash Sale / 10% Discount.  Among the haul:

  • Super Mega Baseball
  • Costume Quest 2
  • Guacamelee
  • Shadow Warrior
  • Geometry Wars 3

And, separately, I pre-ordered Grim Fandango Remastered.  Yes, I know I said I wouldn’t pre-order anything this year, but Grim is a special case.  And given that NYC might be under 12 feet of snow tomorrow, I’d rather have that shit already downloaded before I need to worry about power outages.  (Which is to say – I’d like to have the Vita version downloaded as well, so that I can actually play it in the event of a power outage.)

4.  I’m about to finish reading Your Face Tomorrow, Volume 1.  I’m enjoying it, and I’m looking forward to the next one, but it’s a very hard book to recommend; for a 380+ page book that I was given to understand is a postmodern spy novel, very little actually happens – it’s mostly a series of endless paragraphs filled with laconic, obsessively detailed observations about human nature.  There is value in such a thing, and I’ve been highlighting quite a few passages that resonate with me very strongly, and it’s because the writing is so unique that it doesn’t often get tedious.  But I’ve found that it can be difficult to stay engaged with it when I’m in bed.

I thought I had enough for a 5th bullet point, but I guess not.  If you’re in the Northeastern US, stay safe and warm and indoors.

The 3-Day Weekend Hangover

It’s nearly 5:00 pm and I’m only now getting over last night’s NyQuil haze.  This doesn’t bode well for future winter-related headcolds, and I barely managed to put this thing together as it is:

1.  I’d hoped to unveil a new feature today – the SFTC KILL COUNTER, which would be a running tally of how many people I’ve killed across all the games I play this year.  Unfortunately, the PS4 version of Far Cry 4 doesn’t seem to have this sort of stat handy, and I wasn’t about to start keeping manual tabs on it as I played.  So, then:  know that if it did, I’d start up a widget post-haste.  (Maybe it’s OK to wait on this, given that FC4 is, technically, a 2013 game.)

2.  In lighter, non-virtual murder news, I’m finding myself surprisingly excited by the prospect of a new, current-gen Rock Band, and I’ll be even more excited if a new Rock Band works with my old, 360-era plastic instruments (and DLC, of course).

3.  As much as I liked the idea of Borderlands, and as much as I liked the actual Borderlands 2 game (even as the Vita version was kinda shitty), I am not necessarily all that enthused about the forthcoming Borderlands HD remasters.  I don’t need to play those games again.  I’d rather wait for a completely new title.

4.  I will not playing the Resident Evil REmake.  I only barely touched the original game, and so there’s no nostalgic value for me to tap into.

5.  I will be playing a little bit of the new Saints Row thing (on Xbox One).  I don’t expect to get particularly far into it, given that I already finished SR4 on my PC; I skipped the PC version’s DLC (which, apparently, is just as well), and so I’m really just curious to see what it’s like on a console.  I’m also curious to see if my current distaste for virtual murder can be alleviated by SR4’s completely batshit insanity.

On that note – and also to call back to #1 above – I’m still plugging away at Far Cry 4, doing some more sidequests, trying to finish my upgrades, etc.  My opinions about that game have not changed, and the fact that I’m still going back to it is only indicative of the fact that there’s not much else holding my interest at the moment.  The story is garbage, and the only saving grace to that game is that there’s so much else to do in spite of it.  Is that a good thing?

THE GAMES OF 2013

I.

2013 was a year of great change and transition, and as you might expect it was both very good and incredibly surreal.  On a personal level, I became a father; I released a solo album; I moved into a new apartment; I got over my fear of brain pills and started taking anti-anxiety medications (and they appear to be working); and I became a contributing member to the New York Videogame Critics Circle, which is a pretty nice break for a nobody like me.  These are all significant and happy milestones.

As a gamer, well:

Let me say this right up front:  this right here is a videogame blog, so when I say things like “Being a new father means that I don’t have as much time to play games”, I am very much NOT wanting to sound like a callous, privileged asshole whose newborn child is an inconvenience.  Please understand that the non-gamer part of me literally cringes when I say stuff like that, and also understand that I hate that I’m not a good enough writer to find a better way of putting it.  I love my kid, and I love the time I spend with him more than anything else in the world.  He’s changed my life for the better in more ways that I’m probably even aware of.

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THAT BEING SAID, yes, of course, having a kid has completely changed my gaming habits.  How could it not?  I used to have all-day marathon gaming sessions, but I obviously can no longer binge the way I used to; more to the point, I don’t game at all when the kid is awake, and I’m very self-conscious about loud TV noises when he’s asleep in the next room.  (Which is why I still remain absolutely shocked that I was somehow able to find 50 hours in which to finish GTA V earlier this year.)   Because of all this, I ended up moving my gaming setup from the living room to the office, and so nearly everything I played of any significance was played on the PC, in my comfy office chair and my kick-ass headphones.

I know I’m prone to excessive hyperbole here, but it cannot be overstated enough: moving to the PC changed everything for me.   It’s why I’m not necessarily foaming at the mouth for a PS4 or an XBO, and why I’m instead contemplating a new graphics card or (more likely) a Steam Machine.  It’s why I’m no longer shackled to the crippling addiction of Achievement hunting.  It’s why I’m now a lot more excited about the indie game scene than the next AAA blockbuster.

[It’s also why I feel a little bit lonelier, I suppose.  I have a few good friends on Steam, but nothing compared to the dozens of people I’d see on Xbox Live every day.  Of course, I’ve never been all that big on multiplayer (and neither are most of those XBL friends, come to think of it), so it’s not like I was missing out on epic online battles (at least, not that I’m aware of).  Still, there’s just a large segment of friends that I’m now kinda cut off from, and it’s weird.]

The other big thing about having a kid and the resulting loss of free time is that, as you’ll soon see, my ratio of games finished to games played is so completely out of whack that I clearly have no business buying a next-gen console any time soon.

II.

Here’s the question that ended last year’s introduction:  “When was the last time you played a game and experienced joy?”

It wasn’t necessarily a rhetorical question; at the time that I was working on that piece, I was still half-heartedly dicking around in Far Cry 3 (a game that tried (and failed) to be subversive about violence in videogames) while still reeling from the Newtown school shooting (which was actual violence, and which was actually horrifying).  I was in a sort of weird crisis, to be honest; I was starting to feel sickened from all the virtual killing I’d been doing, and it was making me feel disconnected from something I’d loved since my childhood.  I was genuinely interested in knowing if there was more to this medium than guns; if it was possible to achieve a win state without having to wallow in bloodlust; if one could go from point A to point B without having to kill anything.  I wanted to know if games could make me feel something beyond the simple satisfaction of killing enough things to get to the next checkpoint; hell, I just wanted to feel something.  I was seriously contemplating going through 2013 without playing any game that involved the pulling of a trigger, even if it meant missing out on games that I’d genuinely been looking forward to.

In the end, I bailed on that challenge.  But because I had to switch up my living room couch for my computer chair, I ended up playing a far wider variety of games this year than I ever expected, and I also ended up feeling some pretty powerful feels, when all is said and done.

III.

Speaking of feels, normally I avoid talking about game industry news in these year-end posts, but 2013 featured two game-related stories that I feel should be brought up, being that they affected me and people I know personally.

(1)  I couldn’t continue with this post without mentioning the passing of the late, great Ryan Davis.  It’s weird to talk about being a fan of a gaming journalist, but I was a Ryan Davis fan, ever since his early Gamespot days.  Even though we’d never met or corresponded in any way, I still felt like we would’ve hit it off if we’d somehow been introduced; his gregariousness would certainly have made me feel welcome.  It is still weird to not hear his voice introducing the Bombcast; indeed, the Bombcast has not been the same without him.

(2)  I also couldn’t talk about 2013 without mentioning the internet; specifically, how awful it is, and how, despite my desire to become a professional gaming journalist, I kinda sorta want nothing to do with it.  This craziness has been around for a long while, of course, but this was the first time that I started to take it personally, even if none of it was ever directed my way.  This was the year in which noted game developer and notorious troll-feeder Phil Fish not only ragequit Twitter entirely, but took Fez 2 with him.  This was the year in which a Call of Duty engineer made a small mathematical adjustment to the damage of a gun and received death threats in return.  This was the year in which a Gamespot review that gave GTA V a 9 out of 10 resulted in over 20,000 vile, hateful, evil comments.  (That the review was written by a good friend of mine only made it feel worse.)  This was the year in which there were so many instances of rape and death threats directed at female journalists and game developers for no reason other than their gender that it eventually somehow became a non-story, which is unbelievably distressing.  I don’t have an answer for this, and I don’t know how the victims of this incessant abuse are able to deal with it.  It makes me unbearably sad.  It reflects poorly on us all.

*sigh*

And that’s why I don’t talk about news in these posts!  Let’s get on with the show.

THE YEAR IN ACHIEVEMENTS:  As of 1/1/2013, my score was 86295, when I finished the Leviathan DLC for ME3.  As of 12/23/13, it’s 87915, and it’s highly unlikely that number will change any time soon, considering that I’m barely playing my 360 these days and that I’m all but certain I’m getting a PS4 first.  In any event, this is by far the lowest yearly increase since I bought the 360 in the first place, and this is probably the last year that I pay attention to it or include it in these posts.

BEST MECHANIC:  There’s no runaway winner in this category like there was last year with Dishonored and “Blink”.  But I suppose it should be noted that the control scheme in Brothers: A Tale of Two Sons is perhaps the only control scheme I’ve ever played that, because of narrative events, caused me to cry (in a good way).

GAMES FINISHED:  I said in the introduction that this year’s ratio of games finished to games played was absurd.  According to my Google spreadsheet, I played 71 games this year, but only finished 15.  This is embarrassing, but there are several reasons for this.  Firstly, the baby’s arrival meant that my game time was limited, and so I wasn’t going to waste my time with stuff that wasn’t grabbing me right off the bat – there were lots of Gamefly titles that came and went often on the same day.  Secondly, quite a few of the games on my spreadsheet are 3DS games, but I’m starting to realize that I never have a good time to play them; I don’t like bringing the 3DS out on the subway, and playing it at work is a terrible idea for obvious reasons, and if I play it at bedtime my hands cramp up and my eyes start freaking out, and so I’m not sure I ended up making any significant progress on any of the 3DS games in my library this year.  But if I’m being totally honest, I’m going to assign most of the blame on Steam Sales, which make games on my wishlist appear far more appetizing than they should, and which is an affliction that obviously affects us all.  I’m already prone to poor impulse control anyway; Steam Sales mean that I’m continually biting off far more than I can be expected to chew.

  • The Cave (one playthrough, at least – you need to play 3 times to see everything, and even though the game is pretty short, I didn’t like it enough to play it that much)

  • Devil May Cry

  • Tomb Raider (twice)

  • Bioshock Infinite

  • Call of Juarez: Gunslinger

  • The Last of Us

  • Brothers: A Tale of Two Sons

  • Gone Home

  • Saints Row 4

  • GTA V

  • Rain

  • Beyond: Two Souls

  • Assassin’s Creed 4

  • The Stanley Parable (I think I finished it, at least)

Did Not Finish, Would Like to Finish Someday:

  • Antichamber (came pretty close, I think, but my hard drive crashed and I lost that save forever)

  • BIT TRIP Runner 2 (which I’d like to go back to, definitely – it’s certainly my favorite soundtrack of 2013)

  • Etrian Odyssey 4 (currently stuck in a weird spot and I don’t know how to advance; it’s been months since I picked it up, though, and I’m not sure I’d know where to go if I started again)

  • Ni No Kuni (which I recall enjoying, but then the baby came and I got a bit distracted)

  • The Swapper (to be finished in 2014)

  • Shadowrun Returns (to be finished in 2014)

  • Fire Emblem: Awakening

  • Dishonored DLC

  • Shadow Warrior (to be finished in 2014)

  • Rayman Legends (to be finished in 2014)

  • LEGO Marvel (to be finished in 2014)

  • Zelda: Link Between Worlds (to be finished in 2014?)

  • Papers Please (to be finished in 2014)

  • Mario & Luigi Dream Team

Barely Started:

  • Amnesia: Home for Pigs

  • Civ V: Brave New World DLC

  • Kentucky Route Zero

  • XCOM: Enemy Within

  • Fire Emblem Awakening

  • Gunpoint

  • Eldritch

  • The Wolf Among Us

Did Not Finish, Couldn’t Get Into (But Still Respect):

  • Remember Me

  • Animal Crossing: A New Leaf

Did Not Finish, Do Not Want to Finish:

  • Splinter Cell Blacklist (pretty sure this franchise is dead to me now, too)

  • Castlevania 3DS (I’d spend more time typing out the full title than I did playing the game)

  • Metro Last Light (meh, personified)

  • Batman Arkham Origins Blackgate (the 3DS game is tedious, confusing, and kinda ugly)

Notable Games I Did Not Play:

  • Dead Space 3

  • Metal Gear Revengeance

  • SimCity

  • God of War: Ascension

  • Starcraft 2: HoS

  • Gears of War: Judgment

  • Crysis 3

  • Grid 2

  • Spelunky (PC)

  • Pokemon X/Y

  • The Bureau: XCOM Declassified

  • Battlefield 4

  • Call of Duty: Ghosts 2

  • Tearaway (though it makes me think about getting a Vita)

  • any of the PS4/XONE exclusives

Best voice performance

  • Gone Home – Sarah Grayson as “Sam”.  There is no game here without Sam’s story, and Ms. Grayson’s performance is true and genuine and heartbreaking.  She’s given a great script, to be sure, but without an effective actor the game would never hit the same emotional peaks.  (As I said in my review for the NYVCC, “Indeed, the success of Sam as a character is making me rethink my position on the tired trope of audio diaries as exposition.”)

Best soundtrack:

  • BitTrip Runner 2, and I say this even though I haven’t finished the game – the soundtrack is on Spotify and it’s excellent.  It’d clearly make for a great exercise soundtrack, I think, and if I ever get around to exercising on a regular basis I might have to try that out.  And as far as runner-ups are concerned, there was a Disasterpeace remix album of Fez songs that was quite nice, although it’s not exactly a 2013 game.

Most Disappointing:

  • I didn’t play it, but it sounds like Dead Space 3 was pretty terrible; it also seems to have killed the franchise, which is a real shame.

  • As for games I did play, The Cave was charming and quirky, but not nearly as awesome as I’d hoped, and the idea that I’d have to play it three times to see everything was very quickly tossed out before I’d finished it once.  On the flip side, Bioshock Infinite and GTA V were both incredible experiences and staggering technological achievements, and I finished them both and don’t regret the time I spent with them, but they also had some very significant and glaring flaws, and I haven’t felt compelled to revisit them the way I thought I would.  (Side note:  I quite liked the Burial at Sea DLC for Bioshock Infinite, even if it was similarly flawed.)

A Once-Favorite Franchise I’m More or Less Ready to Give Up On:

  • It’s hard for me to come to terms with the fact that the last Splinter Cell game that I genuinely enjoyed was Chaos Theory, on the original Xbox.  I did my best to give this year’s edition a fair shake, but I was completely disengaged with it halfway through the 2nd mission.

Best Gaming Podcast:

  • Bombin’ the AM with Scoops and The Wolf.  Two smart, funny dudes (and the occasional terrific guest) who actually talk about shit I care about, twice a week, in a reasonable amount of time.  (If I can get real here for a second, I’m finding the regular Giant Bombcast to be damn-near impossible to listen to these days.  It’s rare that I have 3 hours in a given week to listen to it, and I don’t find myself ever needing to hear Jeff and Vinny riff for 45 minutes about sandwiches or plumbing supplies or go-bags or wrestling or early 90s hip-hop.  Indeed, the cult of personality that has lately enveloped Giant Bomb has made it a site that I’m just not spending that much time with anymore, with the notable exception of PK’s “Worth Reading” columns.)

Favorite Articles:

What I’m Hoping to See Announced in 2014 (even if it doesn’t come out in 2014) (and even though this list can only be based on existing IP because I can’t get excited for brand-new IP that I don’t yet know about):

  • Fallout 4, built with the Rage engine (the game’s been confirmed, even if the engine hasn’t)

  • Uncharted 4  (confirmed by a teaser trailer)

  • new Batman game built by Rocksteady (rumored)

  • or something else built by Rocksteady, I’ll buy it anyway

  • a new, next-gen Criterion-built Burnout game

  • Portal 3

  • Red Dead Redemption 2

  • a new Crash Bandicoot game (and maybe there’s hope for this yet:  http://www.polygon.com/2013/11/25/5142830/activision-wants-to-resurrect-crash-bandicoot-series)

  • Mark of the Ninja 2

  • Shadow Complex 2

  • Tomb Raider 2 (in this new rebooted series)

  • new Deus Ex

iOS GAMES OF THE YEAR:  I really ought to just make a separate category for PikPok and Adult Swim, as pretty much everything they put out is terrific; there were a ton of great games for iOS this year, and here are the best of the best:

  • XCOM

  • The Room Two

  • Flick Kick Football Legends

  • Giant Boulder of Death

  • Sid Meier’s Ace Patrol

  • Infinity Blade III

  • Angry Birds Star Wars 2

  • Puzzle and Dragon

  • Spirit Stones

  • Device 6

  • Year Walk

  • Ridiculous Fishing

  • Rayman Fiesta Run

  • Colassatron

TOP 10 (with profound apologies everything in my “Did Not Finish But Would Like To Someday” list, and especially to The Last of Us, which is certainly a good game but not an experience I can claim that I enjoyed, and also The Legend of Zelda: A Link Between Worlds, which everyone else acknowledges is amazing and which I’ve already acknowledged I can’t quite get into):

10.  Call of Juarez: Gunslinger.  The Call of Juarez name does not inspire much confidence, and I certainly didn’t expect very much (even if I’d heard some good things).  An absurdly low Steam Sale price got me to pick this up, though, and I’m really glad I did; it’s a fun little Western with great shooting mechanics and which has a lot of fun with narrative structure and the idea of the “tall tale.”  And the boss duels were pretty terrific, too.  My pick for most underrated / overlooked game of the year.

9.  Saints Row IV.  Considering what happened to THQ, and considering that this was originally supposed to be a DLC mission pack for Saints Row 3, it’s amazing that this turned out as well as it did.  If nothing else, it somehow managed to out-crazy the already crazy SR3, and frankly I have literally no idea how they’ll top it in the next one.

8.  The Stanley Parable.  Speaking of games having fun with narrative structure, this is also the funniest game since Portal 2, and also one that has moments of startling beauty and emotional resonance.  Perhaps this is more “art game” than “game”, but it’s still an experience that shouldn’t be missed.

7.  Bioshock Infinite.  Perhaps it’s my own fault; perhaps my expectations were too high, and so this game was never going to be good enough.  Or perhaps its just that the great and insightful critical responses to the first game made me hyper-aware of this game’s logical flaws and fallacies.  Or maybe it’s just that I’m tired of shooters, and there was so much shooting in this game.  Whatever the case, I didn’t enjoy this as much as I wanted to.  But I can’t deny that there’s a tremendous amount to love and appreciate in this game, too – the graphics, the sound design, the art direction, the world, the music, the characters, the ending…

6.  GTA V.  I’ve written far too many words about this game already.  The short version is that even though the game’s story is silly (to put it kindly), and the three main characters are morally and ethically reprehensible, and the game’s treatment of women is profoundly sad – despite all of that, the world that Rockstar has created here is truly remarkable, and it’s about goddamned time that the gameplay has finally caught up with the rest of the industry.   While I wonder if I’m getting too old for this series – which is a thought that feels thoroughly depressing – I still hold out hope that Rockstar will get the narrative stuff straightened out for GTA VI.

5.  Devil May Cry.  I’m not a fan of the earlier games in the franchise, but I am a fan of Ninja Theory, and what they’ve done with this reboot is pretty incredible.  This was a visually stunning game, and it felt great to play – this might be my 2nd favorite melee combat system behind Batman, frankly.  Can’t wait to see what they do next.

4.  Tomb Raider.  Apparently I wasn’t so keen on this the first time I played it, but for some reason I felt compelled to replay it later on and then I fell in love with it.  Sure, the grotesque death sequences are a little much (as are the constant grunts and howls of pain), and maybe the ending was a little hokey, but I thought this was a fantastic reboot of an important franchise; it made Lara a real person instead of a hyper-sexualized automaton, and it made the violence matter.  Killing a person (or even an animal) shouldn’t be easy, and you can feel how it chews her up as the game progresses, even as she learns to harden herself from it.  Speaking of which, the gameplay was quite good – this might’ve been the first Lara Croft game with genuinely fun combat, frankly.  I hope that for the next one, they put back some of the tombs and the puzzles – that’s what I really play these games for, and I’m hoping that now that they’ve better established who Lara is, they can now put her in some interesting situations.

3.  Assassin’s Creed 4: Black Flag.  I’ve written too much about this (and too recently) to recap it effectively here, so I’ll keep it short – I was all but ready to give up on Assassin’s Creed, but then this came out and now I’m fully engaged again.  Hell, I still want to go back and finish all the stuff I hadn’t yet gotten to.  A very welcome return to a much beleaguered franchise.

2.  Brothers: A Tale of Two Sons.  This sorta came out of nowhere; I don’t recall hearing that much about it before I picked it up, although I must’ve heard something that compelled me to check it out.  In any event, I’m forever grateful that I did; I had an absolutely delightful time with it.  And then, of course, there’s that ending… Like I said earlier, I’m not sure that a control scheme has ever moved me to tears, but there you have it.

1.  Gone Home.  Here’s that question again, the one I asked at the beginning of last year’s GOTY post, and the one that I brought up again earlier in this one:  “When was the last time you played a game and experienced joy?”  There are so many things to say about this game, and there are a lot of people who’ve said it a lot better than me – go back and read those links I posted earlier.  It’s rare to see a game affect people so deeply and profoundly; indeed, it’s rare that gamers let themselves be moved.  We generally play games knowing that, for the most part, we’re not playing it for the story – and games are, for better or worse, generally built with that philosophy in mind.  All I knew about this game going into it was that it was kind of spooky, and that it was a game of pure exploration – no combat, no enemies, no ticking clock.  And for the first third of it, I thought I was playing in a haunted house – there’s one particular jump scare that still spooks me when I think about it.  Of course, the game turned into a deep and moving love story, and my tears at the ending were genuine tears of joy.  A truly special experience and a game that I’ll always remember.

GTA V: the conclusion, and what comes next

On Monday, I said that I wouldn’t write any more about GTA V until I finished it.

On Monday night, I finished it.   I pushed through the last 5 or 6 missions in one go, including the setting-up and execution of the last heist, and then finished the final tying up of loose ends.  The Social Club says I’m around 70% complete; I know I’ve still got Franklin’s assassination missions to do (and I’m glad I waited; it’ll be much more lucrative to mess with the stock market when I’ve got $20M in my account as opposed to $50K) and there’s a few strangers and freaks missions left – Trevor got a new one upon the game’s conclusion that, well… I’m curious to see where it goes, let’s put it that way.

Anyway, my original intention was to write about it yesterday – and I did get about 500 words into it –  but a situation arose; it would not be prudent to say much more in a public forum, as I’m still not 100% sure who reads this, but the short version is that I was not in the mood to write.  

I had to leave work early yesterday, as it happens, and I got to spend some much-needed time with my kid.  I was still in a highly agitated state when I left work, and I’d taken some prescription medication in an effort to calm down, but my kid managed to calm me down better than any pill ever has before.

That being said, even after this quality father/son time, I found myself still feeling a bit anxious and edgy, and so when I put him down to sleep I fired up GTA V again, purely because I needed to blow off some steam.  And so, finally freed from the constraint of narrative, I switched over to Trevor and did some of his Rampage missions.  Picked a fight with some soldiers outside an army base, grabbed a grenade launcher out of the back of their truck, and then just proceeded to blow the shit out of the ensuing jeeps, cargo trucks, and tanks.  I didn’t care if I died; I didn’t care about strategy; I didn’t even necessarily care about passing the mission.  I just needed to blow some shit up.

Of course, I needed to spend a few minutes driving there; and then, once I’d finally passed the mission, I needed to drive somewhere else, being that there wasn’t anything in the immediate vicinity to do.   I found myself missing Saints Row 4 just a little bit; what I wouldn’t have given to be able to zoom along at top speed and then jump a thousand feet into the air, gliding down from the desert back into the city.  

Speaking of which, I was listening to Monday’s alternate Bombcast (the one with Klepek and Navarro) and Patrick offered the insight (and I’m paraphrasing here – the moment comes at around 6:30 or so) that GTA V is at odds with itself; that the story and the main missions are so laser-focused that the game fails to take full advantage of, hands down, the greatest open world ever created.  And it occurred to me that this is the exact opposite problem that I had with Saints Row 4 – that SR4 takes incredible, mind-bending liberties with the sandbox but fails to make the sandbox itself all that interesting.

QUICK TANGENT

It’s funny – I’ve probably written close to 5000 words now about my experiences with GTA V and not once did I bring up Saints Row until just now, at the end, and I suppose it’s a little bit unfair, being that I couldn’t get through 2 sentences about anything Saints Row without comparing it to GTA.  To be fair, Saints Row 4 goes out of its way to compare itself to GTA before deciding to fly off the rails, whereas GTA has been willfully stubborn in acknowledging that other video games even exist (which is ironic, given that if you’re going to skewer and satirize American pop culture, you sorta have to acknowledge video games; and this is doubly ironic because GTA itself is seen as being largely responsible for all of the terribleness of today’s youth, if you ask Jack Thompson or Senator Leland Yee.)   Now, GTA V does include a few scenes of Michael’s asshole son playing video games; I seem to recall them being first-person-shooters, and indeed Jimmy does attempt to teabag a downed enemy in one of the last missions, so it’s not like Rockstar is totally in a bubble.  But it still is a bit weird.

END QUICK TANGENT, BEGIN NEW TANGENT

As long as we’re making comparisons, my perceived competitive relationship between GTA and Saints Row reminds me very much of my perceived competitive relationship between Gran Turismo (the gold standard) and Forza (the young up-and-comer).  Both Gran Turismo and GTA took several years between installments, and in that downtime both Saints Row and Forza went from hopeful clones to fully-qualified AAA titles in and of themselves.  I have no other insight into this comparison, other than to say that it’s been something I’ve been thinking about for a while, for no apparent reason.

END SECOND TANGENT

I’m still trying to figure out how I feel about GTA V.  I’ve played it almost every night since it came out, but I haven’t really thought about it all that much aside from the time I’ve spent writing these posts.  The world is, again, absolutely incredible; but the game itself can be tedious – when it’s not being in love with itself.  (The late-game heist mission that sees Michael mopping the floor was particularly egregious in this regard; on the one hand, I admire the balls they have for having you do something that ridiculous at that stage of the game.  But on the other hand, give me a fucking break.)

Honestly?  I think I prefer IV.  Ideally, I’d like to see the gameplay improvements in V placed back into IV – the combat, the regenerating health, the any-time quick-save option, the lessened penalties for mission failure/death.  IV’s narrative was dark, yes, but I also found it quite resonant and powerful, and I found Niko Bellic to be one of the most engaging player characters I’d ever seen.  V’s narrative is all over the place, and the characters are repugnant and repellant, and I found almost nothing to like about any of the people I was playing as or interacting with; there was no humanity to be found anywhere.  Perhaps they evaded “ludonarrative dissonance” by making these characters more likely to engage in the sorts of things they did, but that didn’t make them any more fun to be around.

And I also must admit to finding a lot of the game a bit tedious.  The first time you have a long drive to a mission, it’s legitimately interesting, because you’re experiencing the city and you’re engaged in the conversation along the way.  But towards the end of the game, it just dragged; if I started a mission and saw my GPS read anything over 3 or 4 miles, my heart sank a little bit.

That said, for the most part the missions themselves were pretty fun.  Driving to and from the missions could be annoying, but once I got to where I was going the action was satisfying and some of the grander set pieces were pretty spectacular.  I think they could’ve done a bit more with the heists – though I have a sneaking suspicion that more heists will arrive as paid DLC.

I haven’t mentioned the online portion of the game; to be honest, I haven’t played much of it.  I suppose I can admit now that I was part of the beta test, which was only up for around a week before the online part officially launched; if you thought the official launch was a technical disaster, well, the beta was even worse.  Connection problems, severe graphical glitches, all sorts of scripting problems; I was shocked to see that they were still going forward with the announced launch date, because I didn’t see how they’d be able to fix what was wrong in such a short amount of time.  

When I have gotten online, I’ve found the experience lacking.  Griefing is rampant and annoying; I got killed twice just trying to enter “passive” mode.  I haven’t played it with friends yet; I would hope that would be a lot more pleasant.  Doing co-op missions in Red Dead was some of the most fun I had online this generation; I think there are co-op missions in V, but I haven’t been motivated to look for them.

But I also kinda feel like I’ve had my fill, which is not something I ever thought I’d say this soon after any GTA’s release.  I may continue to poke and prod in the single-player game, trying to tidy up the side quests and maybe find a few more hidden collectibles, but I don’t feel myself drawn to it the way I have with past GTA games.  Maybe that’ll change now that the story’s over and I don’t need to hear these guys talk any more, and I can be free to see the world without all that nonsense.    

*     *     *

What comes next?  

That used to be my favorite game to play, trying to figure out how Rockstar would top the last title.  Being that we’ve all seen the enormous, unprecedented success of GTA V, it’s very safe to assume that there’ll be a GTA VI appearing on the new consoles, probably in at least 4-5 years; it’s also probably not a stretch to imagine that Rockstar will have already cut its teeth on the PS4 and the XBONE with the long-rumored sequel to Red Dead Redemption, given that the two franchises share a great deal of tech and DNA.  

But as for GTA VI itself?  I really have no idea.  I’ve been wrong every time I’ve tried to guess the city and the era.  (Though I still long to see them do mid-late 90s London, which – if nothing else – would have the best soundtrack of all time.)  They reinterpreted GTA3’s Liberty City in GTA IV, and they reinterpreted San Andreas in GTA V.  But I don’t think they’d revisit Vice City, because they seem to have moved away from period pieces; both IV and V are very much set in the present, and I’d be very surprised to seem them repeat themselves so obviously by going back to the 80s.  

Regardless, I find that guessing the city and era isn’t nearly as interesting to me anymore as it used to be.  Don’t get me wrong – I have no doubt that the world they’ll create will be astounding to behold, and that the graphical horsepower of the new consoles will allow them to do some truly remarkable things.  I am sure that the world of VI will make V seem as small and seemingly uninteresting as V has now made IV, and I do look forward to seeing it.

But my experience playing V has left me wanting.  The juvenile humor, the excessive vulgarity and profanity, the rampant misogyny and racism, the “satire” – I’m not prudish by any means, but these do not shock or titillate me anymore, nor do I find the satire all that amusing.  Indeed, the Daily Show packs more satirical insight about American culture in a single 30 minute show than in the entire 40+ hours I’ve already spent with V.  If we presume that VI would come out 5 years from now… well, I’ll be 43 by then.  I’m already feeling like I’m maybe a little bit too old for this franchise; I shudder to think how ancient I’ll feel if they’re still telling the same stupid dick jokes in 5 years.

GTA V wishlist

I’ve been getting a little weird about GTA V over the last few days; I’m in that super-hyped-up pre-release phase where it’s pretty much all I can think about.  Hell, I played an hour of Red Dead last night and ended up having non-stop dreams about GTA.

I say this all the time, that comparing new work to previous work can be awfully reductive in terms of analysis, but here’s the thing – most Rockstar games end up sharing a lot of DNA, and pretty much every game that they’ve put out since GTA IV has made remarkable strides in terms of the overall gameplay experience, and so there’s things in those games that I would like to see integrated into GTA V.  As I said above, I’ve spent a few hours this weekend playing Red Dead Redemption specifically so as to get re-acclimated to that game engine and the marvelous little touches that are sprinkled throughout, as well as a tiny little bit of Max Payne 3, which really refined the combat systems perfectly.

Anyway, since the reviews are coming tomorrow morning, I’m feeling compelled to get out in front of them and speak my mind as to what I hope to see.  I know nobody will read this between now and then, but for whatever reason I feel like I need to be on record about the stuff I want.

  • The penalties for failing a mission in previous GTAs were unbelievably harsh; if something went wrong, you were kicked out and had to manually trigger the mission again, minus whatever ammo you lost; if you died, you woke up at a hospital without a car and out a not-insubstantial percentage of cash.  Whereas in RDR, you just restarted at a mid-mission checkpoint.  Saints Row has been doing this for the last few iterations, too; it just makes sense.
  • RDR’s ambient events did so much to make that world feel alive; I know that an urban environment makes that a bit tougher to pull off, especially when the 3 characters are not exactly the sorts of good samaritans that would be inclined to help out strangers, but it’d be nice to see something along those lines.
  • Similarly, not that GTA games have ever needed help getting the player off the linear path, but the challenges in RDR opened up the world and the gameplay and encouraged exploration; for me, the treasure hunting and survivalist challenges are still absorbing and compelling, even all these years later.  If GTA V has something along those lines, I’ll be very, very happy.
  •   Max Payne 3’s combat took the cover system and controls of RDR and made it super-tight and focused; I always felt in total control over every bullet I fired.  Now, granted, MP3 is specifically focused on combat, and the bullet-time tactic is an integral part of the experience; I don’t expect GTA V to have that kind of thing.  But the tightness of MP3’s controls are tough to beat, and it would be really nice to see a GTA game with decent combat for once.
  • An improved navigation system; while RDR’s corner map with highlighted route worked just fine, I’ve grown very accustomed to Saints Row’s on-road arrow system.  I would never expect GTA to go that far in terms of change; they’d never alter the physical environment just to make it easier for you to see where you were going.  Still, though, I’d like to see something to make it a little easier to find my way around.
  • Would LOVE to be able to save anywhere I wanted.  I grew very tired of having to find a safehouse every time I need to save.  Now, I seem to recall there being sort of automatic save system after every completed mission in The Ballad of Gay Tony – but I’d still prefer the option to make a hard save whenever the urge strikes me.  (As a parent of a 5-month old baby, needing to save at a moment’s notice is very, very important.)

I think that should cover everything.  I’ll be posting impressions at every possible opportunity this week, though I fully expect nobody to be reading.  See you guys online in a few weeks!

Saints Row IV – the verdict

I was in daddy-day-care mode earlier this week, and so I ended up finishing Saints Row 4 on Tuesday afternoon, during the kid’s nap.  It took me a little over 20 hours to get to the end; after the credits rolled I jumped back in so as to finish finding all the collectibles which ended up only taking around 5 minutes, give or take; one of the perks you can unlock is that all the collectibles show up on your map, so it’s just a question of finding what you’re looking for, setting a waypoint, and then blasting over there.  I’ve also found probably 80% of the orbs – er, Data Clusters – around Steelport, and if I go back at all that’s probably what I’ll focus on doing, if for no other reason than because they’re there.  As for the activities – well, I’d done all the side missions during the playthrough, but didn’t feel particularly inclined to get gold medals in everything.

The point that I’m late in arriving to is that I wanted to write about the game right after I’d finished it, but life (as it does) got in the way, and so here we are on Friday morning – just 3 days later – and I find that I have no idea what to talk about.  I have not thought about the game at all since the last time I played it.  While I still have the residue of Gone Home and Brother lingering in my brain – games that are much shorter and that I’d finished long before I’d started SR4, I’m having trouble remembering anything that’s worth talking about.

This is probably important; this is probably a bad thing.  

Here are some comments I’d made last weekend, when I’d originally intended writing an impressions post:

  • 10 hours in (as of 8/24, 11:00 am).  feels like i’ve eaten 20 pounds of candy, and i still have 80 more pounds to go
  • i appreciate how completely committed to being batshit insane the game is; but on the other hand, being insane the entire time becomes exhausting.  each mission you do is really just a series of activities that can get very repetitive; the game is aware of this and even comments on it; but just because it’s self-aware doesn’t make it any less repetitive.
  • the city of steelport is just as faceless and devoid of personality as it was in the last game, except you’re zooming by at ridiculous speeds, so it actually feels a lot smaller.

This month’s question for Critical Distance’s “Blogs of the Round Table” is about story in games.  Do games need stories?  Do games have the capacity to tell stories more effectively than other media?  Is ludonarrative dissonance a real problem, or is it just pretentious navel-gazing?*

* I’m kind of kidding with that last bit, though it certainly plays a role in all this.

This post doesn’t necessarily aim to answer that question, but it’s certainly a lens with which to view SR4.  The game more or less makes that leap for you, in fact, doing everything it can to remind you that all these activities you’re doing are pointless and repetitive and without any sort of narrative purpose.  Case in point:  there’s one mission late in the game called “Talkie Talkie” where you have to talk to a character on the ship.  The mission description on the pause screen literally says:  “We’re stretching out gameplay.  Come see me!”

sr4-talkieDoes self-awareness of a flaw excuse that flaw?  Because the game does this all the fucking time.  Every loyalty mission you do is the same general idea of 5 actions you need to perform; clear out an area of bad guys; do an activity; hack a store; steal a car and drive it to some random location; clear out another area of bad guys.  If you’ve already done one of those activities in the simple course of screwing around, then those actions are greyed out and struck through.  Lather, rinse, repeat.  Over and over and over again.

The actual story missions do change things up a bit, and by that I mean that they will, on occasion, arbitrarily strip you of the superpowers you’ve laboriously worked to build up.  The justification for doing so is, to put it kindly, weak; and the game admits as much.  These missions are also, on occasion, straight-up parody of other games; there’s a stealth mission that’s straight out of Metal Gear Solid (with a great line asking “why should I use two bullets to shoot out two lights when I can just use one bullet to kill that guy?”); there’s a text adventure; my favorite of all is a 2D side-scrolling beat-em-up.

sr4-sor

The game is fun; there’s no denying that.  The game only wants to entertain; there’s nothing wrong with that.  But the game also feels empty and hollow, and the characters are mere caricatures, and there’s nothing particularly memorable about the experience as a whole.  I saved the planet and had a few laughs and killed thousands of monsters; I’ve done this before, though, and the only thing different in this game was that there’s a lot of casual profanity and nudity and occasionally the game turns itself inside out and goes even more fucking insane.

The difference between satire and parody is quite large, actually, at least in terms of videogames.  In my last post, I talked about how it’s sort of impossible to talk about Saints Row without talking about Grand Theft Auto, and how SR4 literally makes this comparison for you in the second line of dialogue in the game’s opening cutscene.   The two franchises have clearly moved in wildly different directions, and I sincerely applaud Saints Row for emerging under GTA’s shadow and becoming its own thing.   It has become a franchise worth looking forward to; not only has it made significant innovations to the open-world genre, but it’s done it in style.

But it’s also now a victim of its own success, I think.  SR3 really upped the ante and surprised everyone by being a genuinely great game that gleefully went off the rails; SR4 somehow managed to outdo SR3, which seems impossible.  But now this franchise seems to be purely about outdoing itself, and I fear that eventually – quite soon, actually – they’ll hit a wall, and have nowhere to go.

And if they decide to simply go down the path where the next game is pure parody, filled only with ironic self-awareness about, say, stupid mission design while doing nothing to change the stupid mission design, then I’m not really sure that’s something to look forward to.

the first two hours: Saints Row IV

Before I get into Saints Row IV, I should explain why I’ve been quiet here this week.  It’s certainly not for lack of things to talk about.

I finished Gone Home last Thursday.  And I’ve been wanting to talk about it, all the time, here; but instead I ended up writing a 1000-word review of it for the NY Videogames Critics Circle, which will hopefully be going up Thursday or Friday.  (If for some reason it doesn’t run there, it will most assuredly run here.)  The short version is that it is a wonderful, heartbreaking, astonishing experience, and anyone who’s reading this who somehow hasn’t played it yet should get on that shit immediately.  And then, after you’ve finished it, you should dive in to the many wonderful pieces that have been written about it.

And along those lines, fuck it:  this is the postscript to my review, which may or may not end up staying in, being that it’s just links to those wonderful pieces referenced above:

I’ve been playing games since 1982, and I’ve been writing about games since 2008 or so; in all that time, I’m not sure I’ve ever seen so many heartfelt responses to a game before.  These are very spoiler-heavy, but well worth your time if you’ve finished the game and want to keep falling down the rabbit hole:

*     *     *

It is profoundly strange to be writing about Saints Row IV after the week or two I’ve spent ruminating intensely on the profound, emotional experiences I’ve had playing both Brothers: A Tale of Two Sons and then Gone Home, games which feel like they’re using a completely different vocabulary from everything else.   Because after playing those soft, quiet masterpieces, Saints Row IV is a bit like having a pie filled with fireworks thrown into your face at a thousand miles per hour.

I know I’ve complained about how lazy it is for critics to compare one thing to another.  But it’s nearly impossible (for me) to talk about Saints Row without comparing it to GTA.  In my defense, though, Saints Row more or less explicitly demands this comparison.  Here are the very first lines of dialogue in SR4‘s opening cutscene:

“…When the Saints made their presence known to the world in 2006, they were decried for being pretenders to the throne.  The people were confused: were the Saints sociopathic killing machines hellbent on destruction, or puckish rogues living a life of mirth and whimsy?  The Saints needed clarity of purpose, and so the course was set:  More fun, less mercy killing.  This simple  choice revitalized the Saints; transforming them from a degenerate street gang into beloved pop culture icons…”

This paragraph more or less details the design history and development process of the Saints Row franchise, from the first game through the present.  While the first game was a competent but uninspired GTA clone that simply beat GTA4 to the punch to be the first big open-world action game on the current generation of consoles, the second game was where the developers started to work on achieving that “clarity of purpose” – to be over-the-top ridiculous, in stark contrast to GTA4‘s gritty, nihilistic realism.  And the third game was, to put it bluntly, fucking insane.  Ironically, this fully-committed, all-in approach to full-bore insanity is what made the third game such a resounding success; it had finally come into its own, allowed to run free as full, pure id.

To be honest, I had low expectations for SR4.  My understanding is that this game was originally intended to be an expansion pack for SR3, which didn’t necessarily bode all that well since the original expansions for SR3 were a bit lacking.  And then, of course, THQ (the publisher) famously collapsed and died, and so Volition (the developer) was in a bit of limbo for a while.

That SR4 somehow manages to out-do SR3 at every conceivable turn is nothing short of remarkable.

I’m only 2 hours in.  (I stopped playing last night shortly after the narrator told me that I’d finished Act 1.)  And yet I’m already leaping tall buildings in a single bound, zooming and jumping and soaring through the city, destroying cars just by bumping into them.  There is no reason to jack cars anymore; when my stamina is out and I’m forced to walk, like a normal person, I feel like a goddamned snail.

SR4 is no longer a gang-land simulator; it is a superhero simulator.  And where GTA remains firmly on the side of satire, Saints Row has now become a grand parody of this generation’s biggest AAA titles – the videogame equivalent of Weird Al Yankovic on a 48-hour bender of Mountain Dew and LSD.  The opening sequences felt like they were ripped straight out of a warped vision of Call of Duty;  30 minutes later it’s become, among other things, a grand homage to Crackdown‘s orb hunting (which still remains one of my favorite gameplay activities of the last 10 years).  If you needed any further hints as to how self-aware SR4 is, well, not only is there a “Nolan North” option in the voice customization menu, but Keith David plays himself.  As the Vice President of the United States.

The game is utterly ridiculous and incredibly fun.  Not to diminish the amazing achievements of Brothers and Gone Home, of course; those games are fun, too, albeit in a very different way.  SR4, though, is not about subtlety, or emotion, or self-discovery; it is about cramming as much fun per second as humanly possible.  It does not want to enlighten; it wants to entertain.  This, too, is noble.

a light glimmers in the dark

Not to be too melodramatic here, but I’ve been feeling bummed out about games lately, and I came pretty close to shutting this blog down.

To be more specific:  I felt disconnected from a hobby that I’ve been passionate about for almost 30 years.  I felt like I wasn’t able to connect with games anymore, and I wasn’t sure if it was because I’d gotten older and harder to reach, or that the games themselves simply didn’t care about trying to reach me.  I felt increasingly at odds with the community at large, what with hostile comment threads and Twitter bullying, horrendous attitudes on sexism, sexuality, race and equality.   I’d begun to feel alienated from one of the only things that really made me feel like I belonged anywhere.

And then, all of a sudden:  Brothers: A Tale of Two Sons comes out and hits me square in the solar plexus.

And now, earlier this week: sterling reviews for the latest DLC for Dishonored (which prompted me to go finish The Knife of Dunwall), Saints Row IV, and possibly one of the most anticipated indie games of the year:  Gone Home, which I’m in the process of purchasing right this very minute.  Not to mention Plants v Zombies 2, which I’ve been doodling around with on my iPhone.  And also Mario & Luigi: Dream Team, which I’ve played about an hour or so and which so far is a very good-looking Mario & Luigi RPG, which suits me just fine.

Oh, and then this GTAV trailer, which is fucking insane:

Maybe it was just the summer doldrums bringing me down.  But I’m back, baby!

EDIT:  I can’t believe I forgot to mention Papers, Please and the inexplicably well-reviewed new Splinter Cell.  Sweet mercy, it’s been a pretty amazing month.

belt tightening

Last night, the wife and I had a tough conversation about money.

Our 3-month old son (that’s him in the site’s header image, by the way) had his first “transition” daycare visit this morning, and he starts going in earnest in 2 weeks.  And for us to be able to afford daycare – and keep ourselves in baby supplies, and pay the rent and the rest of our bills, and also eat – well, we’re already cutting it pretty close, and there’s not a hell of a lot of wiggle room.  I’ve also got some rather sizable debt to pay off, too, and while I’ve made considerable progress on that front I’ve still got a ways to go, which makes this all the more anxiety-inducing.

Something’s got to give, basically.

And after some online banking and some soul-searching (and a little bit of drinking), I came to the realization that the only thing I really spend any extra money on these days is games.

This kinda sucks, as you might imagine – I am a self-professed consumer whore – but the more I think about it, this is not the worst time to be a broke gamer.   If I’m truly honest with myself, there’s really only one game coming out this year that I need in any sort of non-negotiable way.  Steam will have having its Summer Sale any minute now, too, and I could probably see myself picking up one or two things on my wishlist if they’re discounted enough – but let’s be honest here, after all the previous Steam Sales, there’s really not all that much that’s left for me to buy.  And I can certainly pare down my Gamefly account to one game at a time, as opposed to three, to be able to handle the rest of the to-do list.

Hell, let’s look at that to-do list (aka my GameQ) while we’re here, and I’ll take this opportunity to debut a new feature I’m calling Keep or Cut:

  • Shin Megami Tensei IV (3DS) – I don’t even know what this is, to be honest – I’d just heard some positive word of mouth, and I wanted any excuse to keep my 3DS busy.  Will most likely CUT.
  • Mario & Luigi Dream Team (3DS) – if I can finish The Last of Us quickly enough, I should be able to rent this close to its release date.  Since Mario Golf: World Tour got pushed to 2014, this is the only must-have 3DS game I can see for the rest of 2013.  KEEP.
  • Saints Row 4 – I’m a big Saints Row fan, but I’ve had my doubts about this ever since they first announced it.  I do not expect high review scores, though I’d love to be pleasantly surprised.  KEEP, but with reservations.
  • Splinter Cell: Blacklist – this was always only going to be a rental.  Chaos Theory was the high watermark for the series, and everything since then has been pretty disappointing.  Haven’t seen any indication that I should revise my expectations.  CUT.
  • Rayman Legends – Assuming this is as delightful as Origins was, this is an automatic KEEP.  Though I really ought to go back and finish Origins first.
  • GTA V – I’m not sure why this is still on my rental queue, as I’m probably going to pre-order it as soon as I finish this post.  (Still hoping for a PC release, though.)  KEEP.
  • Beyond: Two SoulsIs this the PS3’s final swan song?  More to the point – do I care?  While I remain in awe of David Cage’s wild ambition, I never finished Heavy Rain and didn’t really enjoy what I’d played, either.  Still, I’m cautiously optimistic, so this gets a KEEP.
  • Batman: Arkham Origins – as far as I can tell, this is the last “big” release of 2013 for current-gen consoles that I have any real interest in, since I don’t care about Call of Duty and I’ve lost all my faith in Assassin’s Creed.   But we all know this isn’t a Rocksteady joint, and this game is starting to smell like a cash-in.  CUT.

Now, you’ll notice that there’s no next-gen titles on this list.  That’s because I probably can’t afford a next-gen console this year; but even if I could, I still haven’t yet decided between the PS4 and the Xbox One.  I’m obviously leaning towards the PS4, but if Microsoft continues its backtracking ways and decides to play ball with indie developers by putting a less-restrictive self-publishing policy in place, well, that might keep the pendulum swinging the other way.  In any event, the only real “next-gen” game that speaks to me in any meaningful way is Watch Dogs, and that’s also coming to PC – which is a platform that already speaks to my current gaming habits anyway.

And speaking of the PC, the other clear upside to being on an austerity budget for the foreseeable future is that there’s really no excuse anymore for me to not finally tackle the GIGANTIC backlog of unfinished games I have in my Steam library.  Hell, even if I only stuck to seeing all the stuff in Skyrim that I never saw on the 360, that would be plenty.  (Now I just need to get over my seething Skyrim rage, which I’ve never quite managed to quell.)

I kinda don’t feel so terrible about this anymore.  I’ll call that a win.