I’d Like to Craft a Clever Title, But I Emptied This Mine Years Ago

Like many people in this day and age, I played Minecraft. I got in fairly early, in its second year, and enjoyed it for a long time before the increasing variety of changes took it from a basic building and destruction game to the first of many “block games” that eventually changed to fit the mold of all the games based on it. The path it has taken is a weird one, but I kind of get it from a developer’s perspective. This game spawned a whole style of animation and gameplay and so many people used the low graphic style to create their own games that it wound up becoming the head of a movement it wasn’t a part of. Minecraft was just one more resource collection and building game, though it did eventually become the most popular one.

(Please read the following in your best “crotchety old man who just finished yelling at some kids who kicked their ball into his yard” internal voice.)

Nowadays, the game is full of extra critters, you can get experience points, there’s some kind of story mode that I don’t understand at all and definitely don’t trust, there’s magic and potions and flying now, and the whole point of building giant square buildings out of cobblestone so you’ve had a safe place to hide from the creepers while you waited for the forest fire you accidentally started to finally burn itself out several “chunks” away has been lost! The game doesn’t feel anything like the game I used to love! I used to spend many nights quietly toiling away in my mines so I could build mine cart paths that automatically took me from one mine to another and then to my base with the simple flip of a few switches and now I can’t spend any time in the mines without having to deal with some kind of tall goon that teleports over to me and silently screams as he beats me to death with whatever block he picked up before I made eye contact with him! These are the dying days of building games and I’ll always be angry that we were abandoned by the original creator of the game!

(Thank you for your patience. We now return to being a reasonable adult. Please read the following in whatever internal voice is most natural to you.)

Because Minecraft was a big part of my life for so many years, to the point where I have music I can’t listen to without being transported back to Minecraft worlds that no longer exist, there’s a part of me that feels like the paragraph above. At the same time, I appreciate where Minecraft has gone since then and I think it is doing a great job of serving its target audience. I might not be its target audience anymore, but that’s alright. My youngest sister loves the game and the adaptation its gone through to fit on mobile touchscreen platforms has really opened it up to many people who never would have otherwise played it. It went from being a game enjoyed mostly by hardcore gamers who enjoyed it’s retro feel to being played and enjoyed by millions of different people from all walks of life. I love it when games find a way to bring themselves into popular culture in a big way and I’m glad Minecraft found a way to survive the burnout of its creator. Not a lot of games are that lucky.

The game doesn’t really appeal to me beyond its basic roots. I played through the advent of random villages, temples, and ocelots, but I it became more and more important to maintaining my own projects to have a variety of resources and connections to the local area. I needed to be able to defend myself against enemies that would become more numerous and dangerous the longer I stayed in the area. If I found a village, I needed to defend it constantly from zombie invasion or expand it to the point where it could defend itself. If I wanted to travel the world to take advantage of the resources available in the various biomes, I needed horses which were also only available in certain areas. I had to have farms and herds of animals to provide food for myself, armor if I wanted to survive the constant need to leave my well-defended areas, and ready access to lava if I ever actually wanted to dispose of stuff permanently. It got complicated and they even took away my ability to rapidly clear the land through forest fires by limiting how far fires could spread. As they added more new elements and story to the game, my interest waned and other games took up the time Minecraft once did.

The game I loved is still in there and I keep the game updated in case I ever want to play it again, but I’ve got other things to spend my time on now. I miss the days of simple mining before I couldn’t spend more than an afternoon mining without running into some kind of ridiculous giant cavern filled with long falls, monster spawns, and resources that are more trouble than they’re worth. I’m sure the story modes are fun and there’s still a lot of joy to be had exploring the worlds that spawn whenever you start a new game, but I just don’t have the desire to catch up on a few years of updates so I can figure out how to trim out everything I don’t want and just focus on the basic resource collection and building elements. Maybe there’s a stripped-down game mode or someone has the install files for a previous version of the game I can use, but I haven’t found anything in my google searches. I’m alright with that, though. I’d probably only play for a few evenings or afternoons and then stop again. Nostalgia only gets you so far and I don’t really play many open-ended games without my friends any more. I get too bored and I’m pretty sure I’d wind up setting Minecraft aside to play Destiny 2 with my friends. I just don’t really have the desire to spend five hours building a castle no one is going to see.

I know servers are easier than ever to set up, but I don’t think I could convince my friends to start playing it again. There’s only so much time in a day and, even if we all had two hours a day just for Minecraft, I’m pretty sure my friends would rather use it for something else. It’s difficult to go back to old games these days, when there’s always something new and exciting just around the corner.

 

I’ll Always Love the Legend of Zelda

One of my first memories of playing video games was sitting on the carpet with my friends while we took turns playing Super Mario Cart. I remember the ease with which I made turns, hopped over puddles, and the ways we laughed whenever we ran into the moles that appeared in a couple of the levels. It was a fun, social activity. It set the foundation for the way I still view video games today, as an activity best done with friends. As I grew, and my friends all moved away or disappeared as such things do, I found myself less and less able to find people to play with other than my siblings. That was always fun, but my older brother wasn’t very interested in playing because he always won and my younger sisters weren’t as interested when I initially needed people.

Around that time, the N64 came out. I wanted one so badly, so I could play the new Mario game I got to try when we visited some of my dad’s friends, but no amount of begging or pleading would sway my parents. It was just not in the cards for us. Long after I’d given up, though I of course still asked frequently as a matter of course, we got the limited edition, see-through green edition that came with the expansion pack and Donkey Kong 64. I was so excited that I woke up at five in the morning or earlier every day during winter break to play it. Donkey Kong 64 was one of my first experiences with a game that was meant to be played by a single player and it was way more fun than I expected. Then, I don’t remember when it happened or who gave it to us, but I got my hands on a copy of The Legend of Zelda: Ocarina of Time, and my world changed.

I honestly hadn’t expected much going into it. My first Legend of Zelda game was A Link to the Past, because we borrowed it from a friend for a while. My older brother enjoyed it, but I couldn’t quite figure it out. I was five or six while I was trying to play it and I just couldn’t figure out where to go next at one point, so I didn’t get very far into it before we had to give it back. When we got Ocarina of Time, I was excited by a new single-player game of course, but I was a little skeptical that it’d be nearly as fun as Donkey Kong had been. I let my brother take the first turn and I immediately fell in love as I watched him play. There was just something about seeing a child who looked like he was my age fight against evil and go on these adventures before ultimately growing up to continue them. Most of the thematic elements of the game went right over my head, but I had so much fun wandering around the world, searching for heart pieces and Gold Skulltulas before ultimately trying to look up guides online, that I didn’t care about anything else.\

A year later, not that long after my brother and I had gotten tired of finishing Ocarina of Time, we got a Nintendo Power magazine telling us all about the new Legend of Zelda game that was going to come out, Majora’s Mask. I demanded the game immediately, which didn’t get me very far, of course. I had to save and beg and wheedle and convince my parents to get it for the family since no one person could have a game console (there were four of us kids at that point and we used any power we had to get one-up on each other). I don’t remember the day we finally got it, but I remember how excited I was and then how frustrated I was when I couldn’t get through the first part of the game. At that point, due to how much we played video games and how many of us wanted to play, there was a strict thirty-minute restriction on how long your turn with the N64 could be. If you’ve played Majora’s Mask, you know that thirty minutes is barely enough time to get through the first part of the game even when you know what you’re doing and that there’s no way to save the game until you’ve finished. Needless to say, it took a lot of tries to figure everything out so I could actually finish the first part. My brother cheated by getting up in the middle of the night when no one would call him on playing for longer than thirty minutes but, joke’s on him, I beat the game before him using that method.

This game was different from Ocarina of Time, though. I’m not sure if it was because of how much I’d grown in the year between starting Ocarina of Time and playing Majora’s Mask or if it was because the themes of the game more closely matched the issues I was struggling with at the time, but I finally starting to realize what was going on behind the missions and adventures. I saw all these crazy characters who were struggling to deal with the things that happened in their life and they went from being hilarious or weird caricatures to being sad but truthful depictions of the way we struggled to cope in a world were we ultimately have no say in how things turn out. The big moment for me was watching the Zora hero, Mikau, tell his story and then die. I didn’t really understand what was going on and what the game meant back then, but it has stuck with me for over a decade as something that opened my eyes to the fact that lots of people feel powerless and want someone to help them.

I mean, even the hero can’t accomplish everything he wants. He has the power to help other people, to fix some of their problems or at least act in their stead when it is too late for them, but even he can’t find the person he’s been searching for throughout the entire game. It’s a lot like the stories we tell ourselves as we try our best to live our lives. It can be really easy to step in for someone else, to help them fix a problem that feels insurmountable to them but that we have the tools to address, but we often find ourselves unable to help ourselves in the same we. We struggle and fight our way through whatever comes up, but can’t always guarantee that the struggle is going to be anything but an obstacle to overcome. Winning doesn’t guarantee that we’ll get the prize we seek. Or any prize at all, for that matter.

As a ten-year-old kid, I couldn’t have put this into words, but I understood it. I felt it deep inside my heart and recognized it in this game that was a rush job slapped together using old assets by a team of people who had a vision and a plan and not much else. It reach into my soul and let me know I wasn’t the only one who felt this way or had experienced these feelings. It was a revelation and the reason Majora’s Mask is always going to be my favorite Legend of Zelda game. Even with Breath of the Wild’s amazing open world and the hundreds of hours of joy it has brought me, Majora’s Mask will always be the nearest and dearest to my heart because it taught me about depression and how to handle it before I even knew that’s what I had. It set the stage for a lot of the most important mental developments in my life and is more a part of who I am as a person than anything but “stories” as a whole. I’m glad I got to experience it when I did and I’m glad I can go back to visit it and find it the same after all these years so I can measure how I’ve grown and changed.

Marvel’s Spider-Man Swings in to Save the (Gaming) Franchise

While we’ve been struggling with the lack of internet in my apartment, my roommate and I both turned to console gaming to help us fill the lack of video games caused by the loss of our usual games (WoW and Destiny 2, right now). I went for Hallow Knight and A Night in the Woods right away but, after thinking it over a little, I thought it would be good to buy a copy of Marvel’s Spider-Man. I’ve been a fan of all Spider-Man games for years since I think it’s always a ton of fun to traverse the city and explore as much as possible. When people started saying this one was the best Spider-Man game yet, I knew I had to try it out. Since I knew my roommate (who owns the PlayStation 4) had been looking at it a few weeks ago, I decided to wait until I’d spoken to him to pick it up. Later that night, when we had a chance to talk, we both started the conversation with the intent to tell the other we planned to buy Spider-Man. One overnight download later, we settled in for our first day of taking turns playing the game.

I haven’t had this much fun in a brawler in ages and I could spend an hour wandering around the city without getting bored. The combos are so incredibly smooth and the pathing is so forgiving. Unless you’re my roommate. He always seems to wind up with the worst possible pathing and I honestly can’t tell him why. I can swing through the city fast enough to outpace whatever I’m supposed to be chasing down and he struggles to beat a timed mission because the target for one of his movement abilities either sticks to something he’s passing over or it jumps to something dumb the instant before he pulls the two trigger buttons to leap forward. When it comes to web-swinging instead of parkour or leaping forward, he has a bit more success, but he still almost always winds up in a difficult situation with the way the camera follows him. I’ve tried to figure out what I’m doing that he isn’t, but I’ve got nothing. It’s just really terrible luck on his part.

My favorite part of fighting is the different moves you can combo together that normally aren’t used in combos. For instance, I can air dodge, leap forward, and then pull myself down on top of a bad guy for a big hit and then instantly be leaping into the area again so I don’t get hit by any of the bullets that are now being fired at the poor guy I just punched. Throw in some fun ground-dodges and a certain fluidity to the brawling that makes it easy to fight large groups and I have a blast dancing around the street as I dodge bullets, rockets, and some big dude with glowing fists who creates shockwaves when he slams the ground. The biggest problem with the combat system comes when your enemies are really spread out and you need to dodge. There aren’t a lot of good options, so you kind of just prance around a bit before getting hit enough times that you get frustrated, leap away, and then swing in quickly from a new angle so you can punch the gunmen in the head after pulling yourself toward the ground from fifty feet above him. If you don’t do that, then you just need to wait for Spidey to dance-fight his way over to the gun dudes or buy the skill that lets you pull guns out of people’s’ hands.

While I’ve been playing for a while now, and gotten through a significant chunk of the plot, I can’t help but feel like there’s a whole lot more to the game than what they released. I know they’ve got some meaty DLC planned already, but I’ve gotta admit that I’m feeling aggravated that the game feels like it was built to sell me story chunks in video game form. It’s still a great cost to hours-of-entertainment ratio, but I just don’t like the feeling that the game is just tossing threads around so they’ll have loose threads to tie each DLC to the main story. I wouldn’t mind it if I’d gone into the game with that expectation, or if the hype had included acknowledging that they were setting the stage for a lot of story expansion DLC, but I had no idea and now it feels a little under-handed and sneaky.

Like all the Mary-Jane stealth missions. I go from pummeling bad guys and flying around the city to needing to sneak through a series of rooms using crappy barriers to block sight lines that are only considered blocked in video games. It’s a real pace-killer and I don’t really enjoy them that much. That, plus waiting for Dr. Otto Octavius to go Supervillain, are my two least-favorite parts of the game so far. Also, I’m getting a little time of every non “demon” bad guy being a dude in a tracksuit with a gold chain. There are guys without tracksuits, but they’re the brothers of the guy with the tracksuit and they all feel so stereotypical. Just like all the hoodie-wearing bad guys. The tropes and stereotypes get to be a little much at times. I once fought a group of enemies that was nothing but guys in tracksuits, one for each color of the rainbow. Also, during stealth missions, you can distract people using web shots and they all, without fail, say something like “Spider-Man is here!” or “It’s gotta be Spider-Man!” and then wander over to the noise like a super-powered man in red and blue spandex (or a black leather noir suit because the costumes in this game are hilarious) isn’t about to kick their ass. Also, if they come across an unconscious compatriot after saying “Spider-Man is around here, somewhere,” they still unfailingly say “what happened here?” like it’s some great mystery that someone was found beaten unconscious or webbed to a wall in area that you currently suspect Spider-Man to be around.

Essentially, the AI is kinda dumb. At least, most of it is. There are some interesting choices that make up for it, like when a paramilitary organization gets called in by the mayor and they start fighting the terrorists and gangs in the street. This particular paramilitary group doesn’t care much for Spider-Man and they make it clear with how frequently they fire their guns while Spider-Man is fighting amongst the terrorists. The New York police never once hit you with friendly fire but the paramilitary jackasses hit me more than the terrorists did and it is completely clear that they’re supposed to be doing it. The boss fights are just as interesting, since the bosses tend to fight a bit more intelligently than most bosses. They’ll move around, counter, progress attacks, and have little tricks up your sleeve that will make you innovate or figure out how to just constantly throw stuff at people because that hurts everyone the same and no one can block it.

It’s really just a ton of fun to play and I’m probably going to go spend some time playing it now that I’ve finished writing about it. I’ve still probably got a dozen hours of web-swinging in me before I get bored and I’m looking forward to making the most of them. I gotta find all of the various tokens so I can unlock the grunge Spidey outfit and fight people using the power of RAWK.

Destiny 2’s Future Looks Brighter Than Ever

When I finally managed to log onto the Destiny 2 servers on Tuesday, a few minutes after noon, it felt like I was playing a whole new game. Except worse because I knew I wasn’t playing a new game and had a whole pile of expectations about how things worked that wound up being wrong. There were some growing pains at first, and I’m certain there will continue to be more, but I’m optimistic the changes the “Live Team” made to Destiny 2 are going to result in a better gaming experience over the course of the next couple years. Even after only two days of play, both shortened by internet problems unrelated to the game, I can confidently say the game is miles better than it was before.

My only major gripe is how frustrating it is to try to track weekly progress now. Instead of having one place I can go to check out my progress on everything, I now have to go to the map location of each activity and hover over it to see my progress. This means that, in order to check my overall status, I have to do a few dozen clicks whereas I used to be able to check it by tapping or holding a few keys on my keyboard. Additionally, there wasn’t really a clear explanation of how the changes would roll out for the weeklies, so I was left searching for them until I hit both level 50 and the “soft cap” of my character’s power level (500). I’m sure the information is out there somewhere, but so much happened in the space of a week that it was almost impossible to process how the immediate changes affected my gameplay, let alone what the future changes would mean. You can even see it in the community as a lot of the once-reliable information resources are struggling to keep up with everything that’s rolled out and the vague promises that more will be coming as time passes. Even the patch notes are too dense to read through without missing stuff and I’m someone who literally studied how to parse texts in order to get at the meaning inside of them.

When it comes to actually experiencing the changes rather than trying to learn about them, things are much better. After the update, the gameplay feels so smooth that it’s like playing a different game. Shooting feels way better than it ever did before, as does bullet impact and ability strength. Reload speeds feel somewhat sluggish now, but I’m pretty sure it’s because everything else is so fast-paced now that the unchanged reload speeds feel extra slow. I feel like my character moves faster, that combat resolves faster, and that all of my abilities are available faster. In the first mission alone, I used my ultimate ability, my “Super” three times before the first cutscene interrupt the mission. It was amazing. I finally felt like the powerhouse the game’s lore and history says you should be. A one-man (or, in my case, robot) army capable of beating even the toughest foes into the dirt with enough cleverness and ammunition.

Probably the biggest change to the pacing of the game was the introduction of what feels like sharper contrasts around your character’s power level (or Light level). Before, I could easily muddle through encounters above my Light level so long as they weren’t that far above it. If the gap was bigger, about thirty or higher, I’d get stomped into the ground and the same wasn’t really true of when you’re that much stronger than your enemies. Now, even a ten-level difference is noticeable and that’s for both sides. Being stronger than my enemies lets me just soak up damage like nobodies’ business and laugh as my health drops into the red because nothing but a bunch of mini-bosses or a single-big boss could kill me before I killed them. Enough mooks could kill me, and they have the times I got overconfident, but it’s pretty easy to just mow them down on your way to the real fight.

The new story isn’t very long, but it sets up a few interesting questions and leaves enough of an open end that their promises of more to come might actually be in reference to lore and story content rather than just gradually shifting environmental stuff. It’s also pretty engaging, given that they revealed during the announcement of the expansion that they were killing off one of the favorite characters in the game. It’s hard not to get caught up in what’s going on, especially because the bad guys talk now and say things that make you actually think for a moment about what you’re doing and what a “Guardian” (the generic term for what your character is) is supposed to do in general, when confronted with a situation like this one. All that being said, it doesn’t really leave you with much question about what you’re doing by the time you get to the end of the missions and anyone who has spent any time thinking about mortality or taken a decent philosophy class in their life will be able to adequately answer the questions. It’s fun and engaging, but nothing particularly special.

What has wound up being the most fun part for me has been the sense of exploration and discovery I get as I re-learn how to play this game at the same time that everyone else does. I can google almost anything new I want and never actually get answers to my questions unless there’s a discussion on a message board with people also trying to figure it out. The efficiency of new weapons, the locations of enemies that give you good rewards, how to trigger the more powerful versions of the public events, where to go to find all of the vendors, and so much more. Everyone is still figuring things out and it feels great to be able to contribute to that.

That being said, here are some things I figured out, specifically for anyone playing Destiny 2:

  • Join a clan and have people on your fireteam. It makes life so much easier and certain bounties require it.
  • Do all the bounties you can. Glimmer is easy to get right now, so spend it freely (and they’re super cheap) and reap the rewards in consumables and tokens.
  • Try new weapons and probably stay away from any PvP experience right now because either I really suck, everyone else is amazing, or people have just figured out how to win by being super shitty and do nothing but play PvP so they can be shitty to people. Seriously, it sucks.
  • Keep an eye on your random perk rolls but only for Legendary and up gear. If you like the perks, just hold on to it since you can always strengthen that gun or armor later.
  • The Tangled Shore is super fun, so spend tons of time there.
  • Bows are silly but only really work well in the Tangled Shore. They feel a little underwhelming elsewhere.

I’ve got a lot more specific information, but that’s not super useful unless we’re chatting while you’re playing so I’m not going to post it here. If you play and are reading this, let me know if you’ve got any questions or found anything particularly fun you’d like to share! I’d love to hear about it.

 

Despite the Bumpy Road, I Haven’t Forsaken Destiny 2

Destiny 2, despite the hopeful and positive review I gave it in December, has had some major struggles during its first year. There have been numerous controversies and even damage control didn’t manage to do anything but limit the fallout of the problems. From the numerous bugs breaking the Player versus Player elements of the game that cropped up every time something big came out to the discovery that the game was specifically programmed to rarely drop ammo for the gun you’re using, the first year of the release was a series of ambitious ideas that ultimately fell flat. There were out of control power-balance issues that made it difficult to succeed in PvP unless you did very specific things people shared on the internet so literally everyone could do them. There were frustrating bugs preventing a lot of the more interesting unique armors and weapons from performing as they were supposed to. There were even a few instances were doing events the way you wanted to became impossible because getting kills with your character’s special power (their “Super”) didn’t count toward the goal of getting X kills with your character’s Super. I ran into that one and had to change how my character worked in order to complete the objective. Sure, it was an easy change to make, but it’s so incredibly frustrating to only realize that the game wasn’t counting my kills after getting what should have been half the kills I needed.

I’ve fallen through platforms, used a piece of armor that literally didn’t work the way the description said it would work, had to deal with ineffective grenades because enemies could just run away after they exploded and ignore the secondary damage effects, had a gun whose special effect wouldn’t trigger half the time despite its trigger literally being “is being continuously fired,” and gotten stuck in loading screens for more hours than I’d like to count. The game has crashed at random only to give me reasons that had nothing to do with why the game actually crashed and I’ve had horrible moments where clicking out of the game has caused it to fail to finish loading the activity I’m about to do.

Despite all that incredibly frustrating crap, I’ve continued to play the game. Either my roommate or myself has figured out a way around the bug we encountered and we kept playing. I got better at the game so I could more easily tell when server lag for the PvP matches was to blame for me missing my target and I even helped set up a raid that took forever because some of the mechanics for a particular portion of said raid are incredibly obtuse and stupid. I’ve stuck through it for an entire year, keeping at least one character near the maximum power level so I could stay relevant and it is finally about to pay off.

As is now tradition for a Destiny game, the first year of its release is an absolute train wreck. Once that year is over, the live team takes over and will take care of all development for the game until the next one comes out. In Destiny 1, the live team fixed all the problems, managed to quickly fix most of the problems they introduced, and actually gave the player community what they wanted. By the time Destiny 2 was imminent, Destiny 1 was actually a really fun and successful game. As is evidenced by the announcements we’ve gotten ahead of September 4th’s expansion and the patch notes from the groundwork update we all downloaded today, it is entirely clear that the live team actually took the lessons they learned to heart the first time. It is equally clear the core team did not. To be entirely fair, the core team tried to entirely bypass the issue by doing something new but it ultimately failed. To make matters worse, it often felt like no one had actually tested out the software before they sent it out to the players and the proposed solutions generally felt like someone was pretending to listen to your problems while planning to just do what they want in the end.

Now, the live team is swooping in to give the players what they want, fix the balance of the game, and literally give the protagonist of the voice, The Guardian, their voice back. Seriously, the core team didn’t let the protagonist speak at all, instead using the little magic/holy-powered robot orb that made you into the unkillable killing machine you are as the voice for the protagonist. It was rather frustrating to have the orb, your “ghost,” constantly talking at your character or cracking jokes with other people. In addition to a bunch of quality-of-life updates and fixes, they’re adding a new game mode, a huge new expansion, something they’re calling the biggest raid ever, and a whole host of new weapons, armor, and unique items in order to revitalize the game so that everyone isn’t running around with one of four guns in each of their three gun slots. Hell, now you don’t even need to worry about the gun slots as much because now it’s almost possible to have a gun of any type in any gun slot, with the exception of some of the most powerful ones, like swords and rocket launchers.

While it remains to be seen just how much this power shift breaks the game, I think it’s a far better way of fixing the game than the core team’s strategy of trying to pull back on the power. Just give everyone godly powers and then no one will complain because they’re just as stupidly powerful as everyone else is. To paraphrase the villain from The Incredibles (the first one, not the second one): “If everyone’s super OP, then no one will be.” It’s a good strategy for a game where you’re essentially supposed to play an immortal, god-killing terminator of all that would stand against you. Seriously, your character killed a god-equivalent creature in the first game and I’m pretty sure we killed one of its almost-god children in this one. There’s nothing wrong with being a little OP if everyone else is, too.

It’s really been a mixed bag, this first year of Destiny 2. All signs point toward things improving, but I think I’m going to remain cautiously skeptical for now. I don’t really want to get my hopes up after they were crushed when I moved from playing Destiny 1 on my friend’s PlayStation to playing Destiny 2 on the computer. As much as I’ve enjoyed the game, there’s always been this sense of missed potential hanging over it because of how good the first game was by the time they stopped updating it. Hopefully this new expansion will help it finally reach that potential.

Like All Gasses, My Steam Library Expands to Fill All Available Space

As a young, single adult with a modest amount of disposable income and a keen desire to get the most bang for my buck, I frequently took advantage of Steam sales to add a huge variety of games to my Steam library. Over the course of each year, I’d add any interesting games to my wishlist and, whenever I receive an email notifying me that an item on my wishlist is on sale, I buy the game if it is at least 50% off listed price. During big sale events, I will buy games with a smaller discount, but only if I’m out of big titles to play.  For instance, I still haven’t bought Dark Souls 3 because I haven’t even beaten the first one yet and I still occasionally dip into Fallout 4 since I’ve never actually beaten that, either. I’ve made it to level 100, but I’ve never beaten it because there’s just so much else to do. Which feels a lot like looking through my Steam library for something to do.

While I don’t have as many games in my library as some of my peers (one woman I know has over a thousand games in her Steam library), I’ve played maybe a dozen of them. I’ve installed well over 20% of them, but most of the time I wound up uninstalling them to make room for some other game on my hard drive. Every time I look through my library of unplayed games, I think to myself how fun they all look. Yet every time I’m looking for something to do, I invariably return to games I’ve already played or decide to put another dozen hours into Fallout of Borderlands 2. I started playing Broken Age a few months ago because I thought it’d be super fun to review, but I stopped playing to go hang out with my friends at one point and I’ve never gotten back to it. Half my library are low-commitment games, from 2-10 hours of projected playtime, so I shouldn’t have any qualms about committing to a new game since it’ll be over in a day or two of playing anyway.

But I do. I have tons of qualms. I’d like to chalk it all up to my depression and my habit of berating myself if I “waste” time when I could be doing something productive, but I feel like that’s just being unnecessarily harsh on myself. Sure, those things are contributing factors, but the real reason is that I’m a sucker for sales. A good demo makes me want to throw money at the people who made it and Steam is an excellent platform for introducing people to good demos and then providing them with an easy way to justify throwing money at it. “It’s on sale. If I buy this game, I’m only spending five dollars instead of twenty, so I should take advantage of this sale.” Never mind the fact that I don’t even really want a new game, much less need one. The whole idea of having sales works out perfectly, since it’s getting me to spend money I otherwise wouldn’t. Steam makes millions off of people like me who buy games they’ll never play and I’m sure the developers enjoy the income as well, even if it often doesn’t give them what their game is worth.

Honestly, I still plan to go through my library at some point and play all the games in it. The only problem is I choose not to do that now because I’ve got other things I’d like to do and I’m pretty certain I’ll have other things I’d like to do. I keep envisioning a future when I’m a successful writer and can write as my day job so I don’t have to cram it all into my evenings, leaving me time for stuff like regular gaming and exercise. I’d get so much more fun stuff done if I wasn’t spending all of my free time trying to work on my dreams. Which, you know, is fun, but it’s not the same kind of thing. Writing is still work and it always will be. It takes something out of me. Gaming only takes my time and, if it’s a good game, gives me so much more back. Which is why I always buy the games that look like they’ll do that for me when they go on sale. If I ever reach this hypothetical future I keeping envisioning, I want to make sure I didn’t miss out on the chance to buy a wonderful game for a bargain.

One thing I’ve learned after over a year of owning a Switch is that I’d much rather play games on a high quality mobile system than something chained down like a desktop computer. Even a laptop is more constraining that I’d like since I need a surface to put the laptop on and carrying a gaming laptop around can be a real pain in the back. If there was a way to play all of my little, low-requirement games on a mobile system, I’d probably play more of them. As more of them get re-released on the Switch, I’m starting to wish I hadn’t spent the money on them already. There isn’t much I’m willing to buy twice and anything I like enjoy to buy more than once is likely something I’m willing to sit down at my computer to play. Like Borderlands 2. I own the four-player console version and the computer version because sometimes people want to hang out together while hunting treasure and shooting bandits.

In more recent years, Steam has started edging its way into the hardware market with mixed success. I can’t deny their products are excellent in concept, it just often feels like their execution is lacking. Sure, the Steam Controller is nice, but that’s just another controller to use with your computer. Their living-room PC seemed really cool, but it seems to be suffering from a certain lack of interest from the general public. I know they dipped their toes into the Virtual Reality market, but there’s so much competition that they got lost in the crowd. The technology is still mostly in its gimmick phase, so it makes sense that there wasn’t really much Steam could add that some competitor couldn’t do better since hardware is still a side business for Steam. If they come out with a handheld or super mobile computer… then I think they might be able to break into the market. And possibly dominate it, since you’ll be able to play so many great games you’ve already bought.

Until that day, I’m probably going to change my rule to seventy-percent or more as my cut-off for buying games since I really need to slow down my acquisition rate to something I can actually keep up with. Otherwise, with how many good games are going to be going on sale soon, my Steam expenses are going to expand to fill all available space in my budget.

World of Warcraft: WoW, There’s a Lot to Catch up on!

My roommate convinced me to start playing World of Warcraft several months ago. After a one-month subscription and about thirty levels of playing, I set it aside and never really planned to play again. Recently, as he was preparing for the Expansion that just came out, he discovered that a few of our friends also played and so used my main weakness against me. I’ve got up to four other people who will play with me, now, so there’s not reason for me to worry about letting my money go to waste. Seeing that he was correct and that the new expansion looked like fun, I decided to follow most of my friends from our other online games to WoW.

My initial reactions, this time around, were about the same as last time. The game seems pretty interesting, but it feels way more invested in giving older players something to do than in bringing new players to the game in a way that is easy to learn. If, like me, you wind up purchasing an expansion and using the level-up on a character so you can actually participate when the new content comes out, you better hope you can learn things quickly because you’re otherwise going to drown in the mechanics of target managements, cooldown abilities (powerful abilities that can only be used once every so often, as determined by the ability itself and possibly some of your stats), and casted abilities (can be instantaneous, but often require your character to spend time preparing to use the ability before it goes off), movement in combat, how everything works, and what the hell is going on while you’re trying to remember which button you bound your fireball spell to after you finally bought a mouse with extra buttons that you can barely reach because people apparently don’t believe that MMO players might have large hands. I’m definitely not still annoyed about that last one. Not at all.

That being said, once I was finished having my mind exploded by all the stuff I had to track, found a key-binding I could work with, and started getting to the point where I could watch the battle instead of staring at my abilities constantly, it was actually a lot of fun. The quests are a little hard to follow and there’s so much going on in the world at large that it feels almost pointless to really dig into any of them, so I am pretty much only playing as a social video game. Which is a lot like social drinking. You’d never have more than maybe a beer on your own (do a daily quest) but you’ve got no problem cracking open a few cold ones when you’re with your friends or attending an event (doing quest lines and raiding dungeons). For WoW, that’s what I’d call myself: a social gamer. I don’t think I’ll ever play it by myself and not just because I’m worried I’ll get addicted. I just have other stuff I’d rather do with personal time than play WoW since I can do that with social time.

As far as I can tell, the game is basically a giant grinding machine with little bits of story thrown in every year or so in order to confuse new players who just want to understand what’s going on in the world when their friends pull them into it. That being said, WoW has a wide range of lore for people to peruse. There are books, comics, promotional videos, in-game cinematics, the dialogue from the quests you do, and then history brought in from other games. Most of the big, named characters have long, complex backstories that add nuance to their actions that isn’t really something you can do in a game that doesn’t have the actual history that WoW does. Because we know who everyone is and how they’ve acted in the past, we can generally see how they’ll react to something going on in the current story. One of the most popular parts of the pre-release for a new WoW expansion is going on message boards and theorizing about the plot or who is going to do what based on whatever little tidbit has been recently released to the public. I don’t really have the patience for it, but I’m still pretty new to the world. I have literally done the same stuff about the Kingkiller Chronicles by Patrick Rothfuss (which are amazing books you should read), so I wouldn’t dream of judging or looking down on anyone who enjoys postulating theories for WoW. It just feels like so much more work to get caught up to speed because the Kingkiller Chronicles is two books and WoW is a bunch of games, books, comics, etc that need to be analyzed if I’m going to participate in dissecting nuance.

As far as my current experience? Well, I’ll admit I’m a little frustrated by the number of high-level Alliance players corpse-camping in the lower-level Horde area and the fact that apparently none of the powerful Horde NPCs will lift a finger to attack Alliance players that are camping out in our base. It was funny to get absolutely wrecked by two people–killed so quickly and effectively that I didn’t have the chance to do anything in response to their attacks–the first couple times, it has since gotten rather frustrating since I can’t kill them (or even effectively fight back) and they’re preventing me from completing quests. A bunch of Horde players showed up to clear them out at one point, but they apparently got bored and decided to leave the area to the Alliance players once again. So that, plus constantly getting spammed with invitations to join guilds, requests to party up with random strangers, and some dude trying to sell some dumb looking mount for three million gold,  means I’m pretty ready to just turn off all public chat and interaction with unknown players. I dislike the spam and I don’t want to make friends with random people who just want me for my DPS.

Thankfully, I’m getting better at the game. I’m not always so stunned by it, and I’m starting to remember to use my abilities in the correct order and at the correct times. The only mistakes I made today are a result of not looking at my keyboard instead of the fight like I used to. If I can mark the keys a bit or get a new keyboard (it’s about that time, since my mouse already died last week) that has some sort of tactile feedback for each key, I will be in really good shape. I didn’t see myself getting into this game as much as I have and I definitely struggled at first, but I feel like I’m finally starting to get a handle on it.

 

Octopath Traveler Was Pretty Alright, I Guess

So, I’m willing to admit that a certain amount of my “underwhelmed” reaction to this game is because it was hyped so much by friends and the few advertisements I saw. That being said, the game I was sold via recommendations and the advertisements does not, at all, feel like the game I actually bought. The game I was promised had tons of choices and all this variation and wonder and the game I got has fun battle mechanics and a rather stunted plot with little variety available to me. Because, if I’m being honest, the plot is kinda boring, even for a JRPG. Honestly, I’m still not even sure what the plot is beyond individual quest lines that have nothing tying them together.

Your character has a skill. They use the skill to complete a task in order to resolve a conflict that has interrupted their routine. They are prompted by some minor portion of their personality to pursue some greater task elsewhere. You move on to the next town. You repeat the whole saga for a new character. They join your party. You continue until you get to another portion of one character’s mission and then stuff happens that really doesn’t differ.

For how convoluted the skill crap is, in terms of actually completing the side quests, there really isn’t a whole lot of explanation. If you’re playing through this, I recommend ignoring the side quests until you’ve unlocked all of the characters so you understand what all the abilities are and can figure out how the shit you’re supposed to get fresh ingredients for some whiny-ass baker who can’t go talk to the shop keeper 50 pixels away from him. I mean, c’mon. Literally hiding them all behind these stupid skills that, for the most part, do nothing but force you to tap a bunch of buttons on every character who has the ability to talk? That’s super frustrating!

And don’t even get me started on how many unnecessary clicks there are in this game? Want to sell something you only have one of? First you have to select it, then you have to select the quantity, then you have to push up to say you want to sell it and then you have to tap the “A” button again to actually sell it. This mechanic is present EVERY TIME you have options, most of which mean nothing beyond choosing yes or no on selling something or saying if you’re reading to move on in the dumb little plot bits. Also, while I’m complaining, the writing is super cliché. There’s no real depth to the characters and they’re about as interesting as a cardboard cutout.

Now, all that being said, the game is still kind of fun. The battle mechanics are fun, the powers are interesting, and it’s got a rather smooth grind (in this case, grinding is the act of completing repetitive tasks in order to level up characters or gear in a game) without being entirely mindless. It’s basically a step up from Final Fantasy (auto-attack to grind and win), so about the same as Pokemon. You need to use the weaknesses of the enemies in order to gain an advantage over them, dealing more damage and preventing them from acting for a turn or two. Some enemies are weak to things you won’t have in your party, so it’s usually best to make sure you have a wide range of magic abilities and physical attacks so you can handle whatever comes your way. There’s a lot of grinding that happens early on, unfortunately, because all of the areas around the towns, the main areas you travel through as you pick up the characters, are really low-leveled. It quickly became pointless to fight those battles and it was frustrating to continuously have to run or to have to remember to equip a character’s special skill that lowered the chance of a random encounter (which I didn’t want in higher leveled areas because those areas were worth grinding in).

What makes the game the most fun for me is how easy it is to pick up and put down. There’s a bit of a long loading time when you start up the game, but that only happens whenever you fully exit the game. On a Switch, the only platform that supports it right now, that’s incredibly easy to avoid. I haven’t left the game in a week, despite only playing for half a dozen hours in that time. It’s a great unwinding game because it requires little input from me beyond actually pressing buttons and, if you get enough distance, the cardboard cut-out quality of the characters can actually be quite amusing. Hell, one of them seems like something straight out of a bad anime and I laughed my butt off as his super-serious and grandiose voice actor butchered his way through the lines. I don’t know if they just didn’t give the voice actors the context of their lines or what, but a lot of the emotive responses from this guy seemed a little out of place.

Aside from gameplay, the best feature is the beautiful pixel art of the game. It is a callback to old 16 bit games, but only in artistic style. The trees blow in the wind, the waves shift the water along the short, and there’s a level of detail to the environment that older games could only dream of. You move in two dimensions the entire game, but the backdrop and scrolling as you move around give an amazing approximation of three dimensions. The sound design is also impeccable. The music fits each scene perfectly and even the sort of off-key voice acting doesn’t negatively impact that.

Fun as it can be, I definitely understand that this kind of grindy game isn’t really everyone’s cup of tea. It’s barely my cup of tea. With a price point of sixty bucks, I wouldn’t really recommend it. If you can get it on sale for forty or less and want something to eat up some time, then I’d recommend it. There are plenty of hours in the game, they are just grindy hours with small steps in the plot that are so far apart that it seems like they just drop the stories between plot points (which they basically do).

Also, don’t let the demo fool you. Going through the initial arcs of the various characters gets old real fast. Just make a bunch of different profiles on your switch and play the demo once for every character. That way, you can experience most of the game without actually paying for it.

Four Hours, Six People, And One Raid

It may have taken us twice the amount of time we were initially told it would take (though, to be fair, my roommate was very clear about leaving room for it to take longer), but we managed to clear the Leviathan Raid in Destiny 2. For those of you who do not know what this is, the Leviathan Raid is a sort of dungeon. Your team of one to six players (it is almost always six as there are parts that are nearly impossible to do without six players or the best two or three players in the world) has to make their way through a series of challenges to reach the final boss, all while earning special gear that gives you bonuses while doing the raid. Upon succeeding, you are given more gear, various extra rewards, and some small side missions to unlock even more gear. Basically, you’re raiding the lair of a Big Bad Evil Guy for loot and bragging rights. On the surface, it seems pretty simple and, at least to me, boring.

Thankfully, it is not nearly so boring in practice. In practice, you and your team receive an invitation to visit the palace of the most powerful member of an alien race, The Cabal. There, you are basically given a royal guard to the main chamber of the palace, whereupon the emperor tells you that he wishes to see your strength. Your team is challenged to unlock a series of doors, take on some challenges, and eventually make it to the emperor’s throne room in order to take him on in combat after proving yourselves worthy. Every week, when the game’s challenges reset, so does the raid, which means you can only complete it once a week but you have all week to complete the raid if you only get partway through before your group needs to stop. There isn’t a lot of plot to it, but then there isn’t much plot to the Destiny games in general. You show up, kill some stuff, some alien out to get your power gets angry about it, you kill them, and then it turns out a god of some kind was behind them the entire time so now you get to add “god killer” to your list of titles. The games include various powers and small RPG elements, but they’re mostly straight-forward shoot-em-up games with little real choice or plot beyond good versus evil.

The raids, though, were the first real puzzle-solving elements of the game. There are other puzzles you need to solve, things you need to find, during the rest of the game, but there was always a quest marker to guide you to where you needed to go or explain what you needed to do. There was no difficulty other than when you got caught without cover in a giant swarm of enemies. Even then, you usually just respawn a few seconds later a short distance away. In the emperor’s palace, though, there are no explanations. No quest markers. No hints aside from what is posted online by other players and the occasional little line of text off to the side of the screen. Even if you look up a guide video on YouTube, there’s still a huge difference between knowing what needs to be done and being able to do it. Even though one of the puzzles was incredibly easy to figure out, it still took our team a while to be able to pull it off.

Thankfully, the raid is just as forgiving as the rest of the game, when it comes to death. If the entire team is killed, you just start the particular room you’re in over from the beginning. Anything you’ve already completed stays done. If just one person is killed, the team has the chance to revive them, though each person only has the ability to revive someone one time. If you fail to revive your teammate in the specified amount of time, then the entire team is killed and you must start the room over again. This mechanic allowed us to restart rooms as soon as we realized we’d messed up, which saved us a lot of time. If we’d been forced to attempt to play out every attempt we’d screwed up, we probably wouldn’t have finished the raid that night. Hell, there was only one room in the raid where screwing up didn’t result in all of us instantly dying, so it was usually pretty clear when we missed something or someone had forgotten one of their assignments.

All six of us have known each other for a while, at least in passing. My roommate, the organizer, is the common thread that connects us all right now, so I was worried there would be communication issues because we weren’t used to each other’s voices, play styles, or communication styles. Despite that, we all got along really well. There were a few tense moments where frustration with our repeated failure or a repeated gripe resulted in a few disgruntled words, but that was about it. Even then, most of it can be chalked up to all of us not playing together as a group and not really seeing each other’s skill levels aside from the few windows provided in the raid. For the most part, there wasn’t time to sit around watching how your allies played. Your only gauge of their skill was their success or failure at their assigned tasks and they were difficult enough that even the most experienced among us struggled to perform them correctly. We all learned a lot about each other’s abilities that night, but only in specific areas.

Our communication, though, was amazing. We all fell into our roles naturally, we had clear lines of communication, and we constantly refined our short hand for call-outs, directions, and affirmative responses. There were a few times when the leader had to ask someone to shut up, but it wasn’t ever more than once. Everyone listened patiently, everyone was willing to help out, and everyone had good suggestions for how to make things easier. We may still need to work on our understanding of each other’s over-all abilities and play styles, but we definitely established a rapport with each other that will make future group gaming easier than ever.

Unfortunately, due to our scheduling issues, we won’t be able to repeat the raid more than once a month. In my opinion, that’s plenty. Maybe, once we’ve done it a couple more times, it’ll feel like less of a time-sink to run through it. I know just thinking about it is tiring me out again… It was still a ton of fun, though, and I’m really looking forward to doing it again. I’d love to recapture that feeling of hard-won success when we finally defeated the raid boss.

The Overwatch League Finals Approach!

Tomorrow evening, at 6pm local time, the team I’ve supported since their very first game, the Philadelphia Fusion, are going to be facing off against the London Spitfire in the first of three possible matches for the title of Season 1 champions of the Overwatch League. After an unexpected strong first round and a shocking sweep of the top-rated team in the league in the second round, the Fusion are facing against the next-lowest ranked team in the championship. That’s right. The two lowest seeded teams, Fusion and Spitfire, are facing off in the championship. I’d say it was a surprising turn of events, but such upset are honestly kind of common place in season 1 of the Overwatch League.

Time and time again, the general perception of the best teams, the favorites to win each stage of the season, has been thrown aside as some underdog or another rises up to shake up the top ranks. The only exception to that has been New York, who has sat at the top of the league for the entire season and has made it into the stage finals every time. It got to the point where I stopped watching because there was no longer any consistency. Every match was a giant ball of suspense because almost every team had a surprising victory or record-altering streak of victories. In fact, the only thing about the league that has been consistent is that New York wins a dumbly high number of matches and that the Shanghai Dragons never won a single match. For instance, the initial favorite to carry the league was the Seoul Dynasty. That expectation ended rather abruptly in the first stage and they never even made it into the playoffs. Even my favorite team, the Fusion, couldn’t manage to do more than jog up and down the standings as they won against fearsome foes like New York (they were the first team to actually beat New York) and then lose to some of the lowest ranked teams in the league who have only a handful more victories than the Shanghai Dragons.

It has been an intense and harrowing journey, let me tell you! Sure, the reason we watch sports is because it gets us fired up about something we care about. Suspense is good! We love it when we see our team land a win that could have easily been a loss. But most sports don’t occur with as much frequency as e-sports do and even then we have certain general expectations about our teams performance that help us set our expectations for what we’ll see. No one expects the Browns to go to the Super Bowl and so their fans don’t really feel as beaten down when they eventually lose. In the Overwatch League, a high-performing team can wind up sitting at the bottom of the roster from one stage to another. They can absolutely kick butt against one team and then get absolutely destroyed by another team despite there not being much of a shift strategy. There’s not even a consistency in their wins and losses. Players change all the time as certain people are bench so a new approach can be tried, but that’s still a poor indicator of success or failure. An individual player’s stats don’t even mean that much because they could carry their team to victory on one map and then wind up holding them back on the next one. There are too many factors at play to spot patterns.

I really hope the league gets a little more consistent in the future. And I’m not talking about places in the rankings so much as overall performance. If a team starts rising, they should get to a point where they’re more or less bumping up against similarly skilled teams on the rankings. The best teams should rise to the top and the teams who can’t get it together should sink.

That being said, e-sports are relatively new and it would be kind of foolish to expect the same analytics, predictors, and measures of strength to apply to Overwatch that people would used to measure baseball. I prefer consistency and dependability, but that’s not really the point of video games. Since they’re still so new and rely on every-changing physics, rules, and worlds, any team that can figure out an edge first can get an upper hand against their opponents. Any team can go from the bottom of the rankings to the top because there’s just so much that changes from time to time. Imagine how crazy baseball would get if one team figured out how to double the speed of their runners or how to identify when the pitcher was throwing a slider every single time without fail. That team would probably rise up before people figure out what they were doing an either adopted their skills or found a way to negate them.

I expect that, given time, the Overwatch League will eventually sort itself out. As more teams are added and the e-sport grows, I’m sure it’ll fall into a comfortable groove with reasonable expectations that still allow for surprise upsets and some teams occasionally shifting ranks around. That, or I hope they wind up spacing the matches out so I’m not committing six hours a night, four nights a week to trying to watch them. I wouldn’t have minded as much if they’d done a total of six or even eight matches a week instead of the current twelve. There’s just so much constant suspense and surprise that I can’t really stand it. Even when I watched more closely, I usually just had it on the background as I worked on something else. It’s so exhausting to get caught up in the energy of a match only to have it suddenly reversed when a team that should be winning suddenly loses with no clear reason as to why. As someone who has watched a lot of Overwatch, played a lot of Overwatch, and is really good at finding patterns, I can say that sometimes teams just lose and it isn’t necessarily because they’re performing poorly or their opponents are performing well. That’s usually the reason, but not always. Sometimes, they just do one dumb thing and they lose momentum. Or their tank dives in only to die instantly (literally a thing that used to happen to the Fusion more frequently than I could stand).

I like the way the championship competitions have been organized. Fewer matches a day and often with skips in between the days. I’ve been able to enjoy it a lot more when I don’t have another entire 3 match set, at two hours per match, to watch the next day. I’ve been able to focus more on the strategies the teams have used, what tricks have worked for them and what daring ploys did not. You can really learn a lot if you watch the pros play and know enough to really grasp what they’re doing. I know I do.

Regardless, I’m super excited to watch my team take a shot at the title and million-dollar prize that comes with it. I’d love to see them win after all the hard work they’ve put in to get this far into the championship. If they do, I might finally spend some tokens and get a second Philadelphia Fusion skin in Overwatch. They look kinda gross because they’re a deep, glossy orange, but I gotta show my love for the team that’s come way further than I ever expected them to.