Going Back To Call of Duty
It has been interesting to see where Call of Duty has ended up. I came to the franchise back in 2005 with Call of Duty 2: The Big Red One and got hooked when I first picked up the original Modern Warfare. Call of Duty 4 changed the face of the modern shooter, and when it was announced that it was being re-released with this years integration of the franchise, it felt like it was time to go back and see where modern Call of Duty games began, and where they began to go off the rails. I have not been drawn into the last few titles and a part of me missed the simplicity of the older titles. While they kept the fast-paced, frenetic action, they shortened the feedback loop and added in so many different systems that started to overwhelm me. There was always something going on: a different medal, award, or unlock. It got to the point where there was always something flashing across my screen, and it started to lose its attraction.
Microtransactions
For years, we have heard that the future of gaming is not with big AAA console releases. Since the widespread adoption of the smartphone as the de facto standard, the message has been that the mobile platform is the future. Small, cheap/free games that subsidize themselves through ads and in-app purchases. I scoffed at this idea initially, like many of you reading. How could Clash of Clans replace Call of Duty? But in this new console generation, you can watch as games trend towards these ideas. This does not match the vision of a future in which consoles no longer exists, and you life revolves around your phone, but it also doesn’t match what we imagined when we were kids playing Nintendo games. It has raised interesting questions about what makes a game, what a game includes, and what place micro transactions have in our hobby.
A Case Against Open World Games
It’s not often that I argue against adding features. It’s counter intuitive. It goes against everything I normally stand for, and everything everyone else normally stands for. We want more. We want our dollars and cents to be giving us a tangible experience, as massive as possible. We want the cost benefit analysis to be as positive for us as possible. To be able to milk every single last hour and minute out of a game. Read More…
Skyrim and Individual Experiences
I want to talk about Skyrim. Well, I guess not just Skyrim, but I recently dove back into the game and it really started to make me think. When I first played the game back in 2011, I had an experience similar to many others who picked up the game. I ran through the giant world, stealing everything I could lay my hands on, murdering everything in sight, and grabbing every piece of loot I could find before finally putting it down, 200 some odd hours later without ever having completed the title. Read More…
Let's Talk About Fallout 4
Let’s talk about Fallout 4. I’m a pretty big fan of the franchise, and while it might be sacrilege to some to mention, my favorite game of all time is Fallout 3. It really made me love games like none other, and it got me into this whole criticism thing. It’s the first game I ever marathoned, playing it for seven hours straight the first day I had it, as a weird thirteen-year-old sitting in my basement in front of my TV.
So when I heard that a sequel was coming out, I was a little bit excited, to say the least. From the announcement to the release I could barely contain myself, and when the day came I kicked my friends off of my TV so I could play my preloaded copy. And as I first dove into the game it was amazing. It controlled so much better, and I didn’t have to rely on the crutch of V.A.T.S to make my way through encounters anymore.
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On The Act of Killing
Death is one of the most significant events in our lives. It’s one of our only assurances. It is going to happen at some point. Whether you like it or not. Death will visit us, touching someone, somewhere, somehow. It’s an event that forever changes those who it touches. It has an impact that cannot be understated.
How Much Do You Need To Play?
I’ve been playing games for a very long time. I’ve been reviewing them for years. And over this time, I’ve noticed a trend towards longer and longer games. As a player, this is a really exciting trend. I love the push towards a more intense, story-focused experience for a player. But at the same time, it is beginning to get a little out of hand. I’ve written about this before in regards to every games desire to have an expansive open world. It seems like every game wants to be an epic, 40 plus hour-long experience, following the chosen character as they save the world/galaxy/universe.
This raises an interesting question for reviewers. How much do we need to play? Read More…
Who is the Next Enemy?
lt is no secret that video games have you kill a lot of people. If you have played them with any sense of regularity, chances are that by now you have gunned down tens of thousands of monsters, terrorists, and soldiers across the ages. Every few years, games go through distinct phases where enemies all seem to be the same type. We’ve had the World War 2 era, where Nazis were the cannon fodder of choice. Before that we had monsters and mutated freaks. Russian and Chinese soldiers were the flavor of the month for a while, and the zombie craze is still ongoing. Generic terrorists are always a good fallback, and it’s no surprise when a popular game relies on one of these clichés for their antagonists. But as our world becomes more complex and our threats become more fluid it has raised interesting questions for players and developers, and it asks us: Who is the next target?
Movies and Games
Like many of my peer in the critical space, my interests follow a certain path of pop culture and pop media. I love everything from books, to music, to movies, to games, and more. And fortunately for myself, I was born at what is perhaps the most perfect time in the world to enjoy these mediums, as a huge growth of creativity is taking place, a veritable Cambrian explosion of creativity and tech for me to play with. Unfortunately, the one are in which this innovation is lacking is with movie tie-in games, a genre oft overlooked by fans, and for very good reason. Read More…
Dark Souls Without Difficulty
I love the Souls series. Over the years I’ve put a lot of hours into them and died a countless number of times, mostly by rolling off of cliffs. There is a lot to be praised about the game and the design, but somehow the conversation always centers on how difficult it is and how much you’ll die. It speaks to a certain attitude within the gaming community that praises “hardcore” games and decries “casual gamers.” Difficulty is king to many people and for that reason, the Souls series is frequently praised. If you can’t handle it, you just need to “get good” and deal with it. But what if you had to convince someone to play Dark Souls without ever mentioning its difficulty? How would that change our conversation about the game?
Scalebound and Platinum
As many of you already know, a few weeks ago, Microsoft cancelled Scalebound, a title that at first had me united until its disastrous E3 showing this last year that made the game look like the worst kind of generic action, calling back unfortunate memories of Lost Planet as I watched. I had a moment after the announcement of the cancellation where I realized something. The Platinum Games name doesn’t really mean much to me anymore. And of course I’ll offer this disclaimer that we haven’t yet seen Nier: Automata and I truly hope that it blows me out of the water and makes this whole post worthless.
Super Mario Odyssey
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Super Mario Odyssey continues to baffle me. I don’t always fully understand the decisions that Nintendo makes, but somehow they generally work out for them. So when they released a trailer for the new Mario game for the next real generation of Nintendo consoles, I was actually excited in a way that I don’t usually get about Nintendo products. This is how we got Mario 64 and Galaxy, and the entirely-less-cool Sunshine. New Nintendo consoles ideally drive innovation in gameplay and graphics, so the first real new 3D Mario in years enticed me. Read More…
Loot Boxes
It’s notable now when a game doesn’t try to incorporate some form of micro transactions into their multiplayer modes to extend their revenue streams out for as long as possible. This speaks to an attitude where companies are competing to be the single game that players buy, keeping them in their ecosystem from as long as possible, and they’ve taken many lessons from the massively popular free-to-play mobile games that dominate the handheld marketplace. But there is a juggernaut that many people ignore. Valve’s moves towards long-term monetization of their stable of multiplayer games has changed the video game industry tremendously, adding a virtual slot machine mechanic to most large multiplayer games that come out. While the gaming community has poked fun at the “hat simulators” for years, we have seemingly ignored the way the crate and key mechanics of Valve games has created this landscape.
The Captivating Simplicity of Idle Games
Games are built around feedback loops, obscured behind complex systems and mechanics, designed to draw us in and keep us there. We want to play the games so we can level up, become stronger, defeat new enemies, and get more and better loot. We play to get better and more efficient at playing, and in the last few years a new genre of games has stripped away this veneer and laid the inner workings bare for us to explore.
Humor in Games
Humor is really hard to nail in games. Its either hit or miss, and when it misses, it can be bad. There are a few games that manage to absolutely nail it (Day of the Tentacle, I’m looking at you) but so many more just absolutely flop, and in doing so, manage to pull you out of the experience entirely.
In the last month I’ve played two big games that have been really bad about it. Ghost Recon: Wildlands and Mass Effect: Andromeda, which both tried to work semi-edgy humor in alongside their more serious stories to varying levels of success. Every time I heard one of these bad jokes, it pulled me out, actively reminding me that I was playing games, poorly written ones at that. Read More…