Dad of War: The Classic Road Trip

While I never heard the classic line, “Are we there yet,” I did hear almost every single other variation of that thought while taking turns playing through the new God of War game with my roommates. My first experience with a road trip reference was when the game had just finished the opening sequence, as Kratos, the player character, and his son, Atreus, set out from their home. After a hunting trip and a brutal fight between Kratos and the game’s main villain, Kratos and Atreus head out to sprinkle Faye’s, Kratos’ wife and Atreus’ mother, ashes on the highest peak in all the realms of Norse mythology. Barely even a minute’s walk from their cabin, Atreus asks how much further it is until they get there. Classic.

Despite the fact that this game is the latest in a sequence of God of War games characterized by brutal, bloody fights that Kratos hacks his way through, this one takes a much more nuanced tone, in both combat and plot. There are still moments where you must brutalize a swarm of enemies before you can move on, but the swarms are smaller and the combat is focused much more on combos, abilities, and defensive style fighting, such as parries and dodges. Kratos is still every bit the badass he was in the other games, but one of the major themes of this game is Kratos attempting to control the rage that once defined him. He no longer uses the Chaos Blades he is known for, instead wielding the Leviathan Ax that previously belonged to his wife. It is clear that, as part of his move from Greece to the undisclosed parts of the Norse realm, he set aside much of his past in order to build a new life. This is a main part of the story, so saying anything further would be a spoiler. Instead, I’m going to end by saying that you really get an in-depth look into the character of Kratos, the god of war who tried to leave his past behind but now must come to terms with it as it begins to impact his present.

Since Kratos’ entire past is kept a secret beyond such details as the fact that he wasn’t born anywhere near where the game takes place, his son has very little idea of who his father is. Early dialogue and cutscenes show that Kratos clearly loves his son, but keeps him at arm’s length and is not terribly supportive or affectionate with Atreus. When Atreus is upset about his mother’s passing, Kratos does little to comfort him. After Atreus kills his first human, Kratos gives him the direct but not terribly helpful advice to “close your heart to it.” Atreus is a young boy and Kratos is entirely unsure of how to interact with him. Given Kratos’ past–the death of his first wife and son is what set him on the path to eventually become the god of war he is today–it makes a certain amount of sense that he would have trouble connecting with Atreus, at least in a way that Atreus desires given that he is not being raised in the Spartan culture that Kratos was. The very first extended gameplay you get beyond a few action cutscenes and walking bits is Kratos taking Atreus on a hunt for the first time. He starts it out by asking if Atreus was taught to hunt, making it clear he hasn’t been very involved in Atreus’ upbringing.

At the same time, it is made very clear that Kratos loves Atreus dearly, even if he has difficulty showing it. He tries to reach out to his son, to comfort him, but hesitates. He hides the scars on his arms from the world by keeping them wrapped in bandages, so it makes sense that he’d be afraid to touch his son for fear of hurting him since that’s all he’s used his hands for since his first family died. The first time he gives into his once-defining rage is when the main villain has gotten Kratos stuck in a crevice and says that he’s going to go check out what Kratos is hiding in his cabin. The villain doesn’t know it, but Atreus is hiding beneath the floorboards of the house and Kratos absolutely loses it when the villain inadvertently threatens his son. You see it again and again, and he even says it as you walk around the world in the later parts of the game. He would do whatever it took to keep Atreus alive. Throughout the game, as they walk around and go on adventures together, it becomes clear just how much Kratos loves his son and, as they start to get to know each other, how close they will become as they learn to understand each other. This was my favorite part of the game, watching a father and son bond as they traveled for a common purpose.

Speaking of their common purpose, the game sets up the classic God of War arc. It does an excellent job of re-framing the Norse mythology is a way that lends itself well toward the “kill all the gods” pattern of the past God of War games. The Norse gods are, for the most part, depicted as unrepentant assholes who keep stepping on the other races as they do whatever pleases them. Some of them are pretty messed up by their upbringing, like the villain, but most of them are simply jerks. While the game is focused around Kratos and Atreus being hunted down by the main villain for reasons that aren’t made clear until the end–and even then it’s all supposition on the part of Kratos and Atreus–the story makes it clear that there is much more to come. There’s even a secret ending that hints at what the sequel will hold. If the sequels are all as good as this one, I eagerly await them.

If you want a good RPG with a lot of fun fights, excellent character development, a fun plot, and a gorgeous world full of a variety of activities, I definitely suggest picking up God of War. The kicker is that the game was only released on the PS4, so you also need access to one of those. I don’t know that the game is worth buying a PS4, but I think it’s a good enough reason to upgrade to a PS4 if you need a new blu-ray or DVD player as well.

Overwatch Strategy: A Primer

While the individual maps and various play modes make it difficult to have a general discussion about strategy in Overwatch, there is a common element to most of the normal and competitive game types. Throughout the match, each team is going to attempt to kill everyone on the opposite team. While each team has their own objectives (defend this location, conquer that location, guide a payload, stall a payload, hold on to this location for a certain amount of time), the opposing team stands in the way of achieving those objectives. The best way to get your opponents out of your way in this game, at least in the most basic terms, is to kill them or hurt them so much that they run away.

Beyond the basic terms, strategy splits into two useful levels: professional and amateur. If you really want to nitpick, there are a few more, such as “amateurs who imitate the pros,” “people who have no idea what they’re doing,” and “people who get super salty and play like there’s a berserker mode that makes them harder to kill.” I’m going to stick to pro and amateur for now because there really isn’t a lot of actual strategy that goes into playing those three levels.

Amateur strategy is probably the simplest to discuss because it relies on the same basic principles that professional strategy does, but leans on them almost entirely instead of using them as a trunk from which they can then branch out. In an amateur team fight, your tanks are going to be at the front of the line, the DPS will either be with them or trying to out-maneuver your opponents, your supports should be near the tanks to help keep them alive, and your defense characters should be either pushing the enemy tanks around or preventing your tanks from being pushed around. While it is entirely possibly to play out a team fight without much strategy, relying on the skill of the players as they clash in a giant muddle, it will quickly turn into a horrible grind where either everyone dies or one team just gets completely wiped out.

Because of the variety off characters that people use in the amateur scene, there isn’t really a strict guideline of how to play each level. There are particular strategies that work more often than not, but the deciding factor is often the skill of the individual players. As a result, a good strategy for an amateur match tends to be focused around playing to the strengths of your particular character. DPS should focus on their specialized type of damage (ranged accuracy, flanking, or pure numbers). Tanks should focus on taking or preventing damage using shields, picking out solo targets in mid-range, or living for a really long time despite taking tons of damage. Supports should heal, peal enemies off of tanks, and control the area around where their own team is located. Defense characters often wind up playing to the one of the strengths I’ve already listed, since most of their job consists of either teaming up with the tanks or taking down enemy tanks.

If everyone plays to their strengths and works as a team, then there’s no reason they shouldn’t win unless the other team is just better than they are. If they can communicate well, it is possible for them to play into some of the basic strategies successfully. Without the consistent skill of the pro or high-tier scenes, they aren’t as reliable as just playing well. Dive-composition is relatively easy to do, since it is just a very mobile way of playing and consists of playing characters to their strengths. The “standard” composition of two tanks, two DPS, and two healers is hard to go wrong with. The old “triple-tank” composition doesn’t work as well as it used to, but it has its niches. It requires consistent skill and good communication to pull off, though, so it rarely gets used in the amateur scene.

In the professional scene, at least right now, the overwhelming majority of matches use the dive composition with some slight variation in the second DPS and second healer depending on how the team plans to play after the moment of first contact. Usually a DPS and a tank from Team A will dive in, trying to take out the supports of Team B, and the tanks of Team B will fall back to counter the dive. At that point, if the diving components of Team A are still alive, which they usually are, the other DPS, tank, and one of the supports from Team A will start attacking the back of the tanks of Team B. If Team A’s dive works, then at least one of the supports for team B is dead, the tanks of Team B have taken heavy damage, and Team A is an advantageous position for achieving their objective.

There is some variety that happens in matches, given that a daring shift to a different strategy can upset the balance of a match and start the ball rolling for the team that changed things up. Since the level of skill is relatively level, the deciding factor is often what maneuvers each team tries and when they try them. Good timing and shot-calling is often what decides a match. Individual players can still tip the balance, but generally not in as decisive a manner as they can for amateur matches.

All that being said, there is one style of play that can completely shift everything. Though the basic strategy is the same, putting one of the DPS players on the Widowmaker character can shift the entire game. While having a single-shot, high-damage character means a big grind fight can turn against you, being able to quickly take characters from the opposing team out of the battle means that your team can commit more strongly without as much fear of being countered. Taking out an enemy support instantly means your team can focus on the one other support when you dive and quickly wrap up a fight that would have otherwise been drawn out and slow. Taking out their DPS means you have some room to breathe and take a few risks that would otherwise be way too dangerous to consider.

One of the biggest differences between amateur and pro matches is the way partial teams commit to fights. In a pro match, if they have time and are missing a character due to a snipe kill from a Widowmaker or because someone got trapped and killed quickly, they will simply wait until the full team is there before trying again. If a defending team is getting routed, they will often retreat, give the attacking team their objective, and gather to try to take out the attacking team in a quick counter attack. In amateur matches, generally players stick around until they are killed. This can work out, sometimes, because not all players are skilled enough to quickly kill their opponents in an uneven team fight, but it generally does not because the skill disparity required for this to work out is very high.

Pro players are much more cautious. They tend to back out more readily, take fewer unnecessary risks, and wait for their team before acting unless they’re specifically playing a character who is supposed to act alone. In amateur play, you often see tanks trying to go it alone when they very much should not be. A tank without any DPS or support will die super quickly unless they somehow manage to catch the entire enemy team unaware. Which can, of course, happen. Amateur matches are super inconsistent and anything cam happen in them. A lot of players, myself included, take stupid risks because we know that no one will expect it and the surprise itself is something that can be exploited. One of my best plays as a tank was when I snuck around the side, flanked the enemy team with a charging attack, and got the entire team focused on killing me (which they did), so the rest of my team could close the gap and murder them. I got one kill to make sure it was an even fight and my team would up winning because they knew what I was doing and I managed to shake up the enemy team. I wouldn’t recommend trying it yourself because it was more luck than good shot-calling that made it work out.

One of the most exciting parts of playing and watching Overwatch is that changing the composition of your team and using the element of surprise can tip a match decidedly in your favor. While there is a basic strategy used in almost all competitive matches, one change to the balance of a key hero or the introduction of a new hero can cause the old strategy to no longer work. I am excited to see how professional play evolves once they start incorporating the newest hero, a support character whose skills seem designed to counter the standard dive composition that all professional teams use.

Vermintide 2 is (Sometimes) a Delightful Mess

As often happens with my friends, one of us found a new multiplayer game and subsequently convinced the rest of us to buy it. My roommate watched some of the promotional videos for Vermintide 2 and decided that he was going to buy it. One evening of play later, he was telling my and our other roommate that we should get it, even going so far as to offer to loan our other roommate (who is slightly more broke than either of us) the money to buy it. Not convinced by his ringing endorsement (he has a tendency to get very excited about things at first, no matter what they are), I decided to sit down and watch him play through a few matches.

It seemed fun enough, while I watched him. Vermintide 2 is a sort of fantasy remake of Left 4 Dead with an extra character and advancement options for your characters as you leveled them up. The gameplay looked solid, the levels looked fun, and all of the people he got matched with online seemed to have a basic amount of decorum so that the voice chat wasn’t completely horrible. After a while, I decided to buy it. It was only $30 and I needed a multiplayer game other than Overwatch since I’ve been getting kind of burned out on it.

Once I bought it and started downloading, I ran into the first hurdle. Part of downloading the game on Steam is automatically downloading the Test Server version of the game. It is at least the same size as the full game but it doesn’t tell you while you’re picking your download location that you’re downloading two things. You just get notified that the download will take up approximately 65GB of space and that it will take X hours based on your internet. Once you make peace with giving up that much space for this game and pick a location, the download screen on steam lists two separate items. While it is relatively easy to stop the download of the test server client and prevent it from trying to install every time you open Steam (right-click it in your library and pick the uninstall option), it is still super annoying that it starts it by default. If you’re like my roommates, just starting the download and walking away, you won’t even know you’re wasting 30+ GB of space for a version of the game you’re never going to use.

After the download was done, I loaded up the game, started playing, and ran into the second hurdle, one which I continuously run into. At the end of a mission, my game has crashed all but two times. First it plays really terribly synth music as the mission-end stat screen displays itself and then it eventually just shuts down, notifying me that an error report has been sent to the developer. As of today, nothing I’ve tried to fix the problem (based on message board posts and comments from the developer on Steam) has worked. Almost every mission I play ends with the game crashing and me loading up the game again for the next mission.

Aside from that, the game really is a lot of fun. The characters are excellent, each with their own voice and general style of combat. Within the characters, the carious class options and abilities are different enough that each feels different and refreshing. All together, it allows you to create a party that can fit almost any mission type using the same four characters every time. The weapon varieties are fun and easy to understand, so you’re never left wondering what is the difference between two types of bow or two types of polearms. Probably the best part is that, even with the class variation and unlockable abilities, the individual skill of the player counts for a lot. Sure, being higher leveled is a huge advantage in terms of damage output and survivability, but no amount of gear of levels is going to save you on even the beginner missions if you’re terrible at the game.

The plot is rather forgettable (you gotta destroy some kind of hoard of vermin?) and the world is basically a giant crater you spend your time wandering through, but the strength of the game lies in your group’s ability to just murder hundreds of rat creatures as you make your way from point A to point B. All of the fun is in running through these relatively quick missions, killing tons of enemies, and seeing if you can get cool loot for picking up handicaps throughout the level (things that fill your health restoration slot or that lower your total HP significantly).

While that is tons of fun to do, I find myself struggling to enjoy spending time playing the game since I have to restart it every mission and wait for the horrible, screechy synth music to stop (I’m not joking when I call it music. It has a rhythm and a beat to it that I could really get into if it wasn’t make entirely of metallic screeches and feedback noise). If I can figure out what is wrong or the developers patch the game so it no longer crashes all the time, I could really get into it. Until then, I’m mostly going to save it for when I get frustrated with Overwatch or we want to play with my roommate who doesn’t really play Overwatch anymore.

Ultimately, I can’t really recommend buying it right now because of how often it crashes, but I’d put it on your wishlist and wait for the recent reviews to pick up before actually buying it.

The Dumbest Part of Breath of the Wild

I’ve been putting off doing the last piece of DLC for Breath of the Wild for a few months now. I wanted to do it in my Hard Mode play-through, since that’s the one I plan to eventually 100% complete and I wanted to have all of the shrines and inventory expansions done before then so I could just saunter my way through the DLC. Having finally done all of that, and having finally sauntered through the DLC aside from a rather long hiccup on a spike-focused shrine on the plateau, I kinda wish I hadn’t.

The extra memories the second major DLC added were wonderful. I loved learning more about each of the champions and seeing different sides of them. I enjoyed reading their journals and talking to people who revered them. Even the most annoying, asshole of a champion, Revali (an egotistical, grandiose Rito who wanted nothing to do with Link and who was convinced he could save the world on his own) was redeemed once I got to know him a little more. His behavior and bravado made sense and his frustration with Link became clear.

The shrines were a ton of fun, aside from the aforementioned spike shrine. I died more times in that shrine than I did during the rest of the game put together. Being reduced to a quarter of a heart and then forced to run through a maze full of spikes that kill you if you so much as miss-step even once. There were a few weird moments where Link did the Assassin’s Creed style of pathing: he refused to just go straight and instead followed a different game mechanic to do some weird jump off to the side and away from where you’re going in such a way that you cannot recover without basically starting over again. There was a thing I should have been able to just climb up that Link not only failed to climb up five times in a row, but ran along it in such a way that he immediately fell to his death. It was frustrating.

The final boss and the new dungeon were a ton of fun, even if the final boss was annoying on account of its weird mechanics. I managed anyway, because I had an inventory full of weapons and I just kept throwing them at it. My roommate, who had already completed the DLC on his file, gave me a bunch of shit for opting to take the simple, inelegant solution for beating the boss but I was ready to just be done and discover what my reward way.

It was a fucking motorcycle. And not even an amazing motorcycle. Sure, it’s pretty fast, but it turns super slowly, bounces all over the place, loses momentum randomly, and generally sucks as a way to get around a large area. If horses aren’t available, it is definitely faster than walking, but neither horses nor Link’s legs randomly glitch when encountering certain terrain features like mild bumps or stairs. Furthermore, you have to fuel the motorcycle by getting off of it, grabbing a bunch of junk from your inventory, and then placing it into the motorcycle’s tank. Sure, I’ve got enough junk to keep it full no matter how much I use it, but it is rather annoying to need to stop the motorcycle and refuel it seeing as I might be using it to run from a monster or chase down a star fragment.

Honestly, I’m rather frustrated that the reward for all of the shrines and extra content from the DLC was this motorcycle. I doubt I’ll ever use it and now the joy of further information about the champions has been permanently tainted. I would still recommend playing through the DLC to learn about the champions, but make sure to rein in your expectations and don’t expect much for finishing the DLC.

Time’s Wasting, Let’s Get Pokemon Going

I have a complicated relationship withe Pokemon Go. If you look back in the recesses of my original posts (I’ll link it here so you don’t have to), you can find me writing about how cool the game was and how excited I was to play it. Since then, my excitement has cooled. Initially it was because it was nearly impossible to find Pokemon in the wild (which was the reason most of my friends stopped playing), but there was no way to directly interact with your friends until they added raid battles. Gyms were a nightmare because connectivity problems kept coming up and it was a pain in the ass to train up a gym so it would be strong enough to survive everyone trying to take it down. Even the eventual fix to gyms, which makes turning them around and maintaining them a lot easier, was less than ideal because it puts a big limit on the number of in-game currency you can get without buying it.

My current apartment not having close proximity to anything (there’s one stop within half a mile’s walking and everything else requires crossing the highway) and I don’t earn much money with the gym access I’ve got, so I’m constantly running out of items. I don’t really have the space in my weekly schedule to spend three hours to drive somewhere with a bunch of stops, walk around for an hour, drive home, and then have to charge my phone. There are so many things I’d rather be doing with that time than spending it trying to maintain the high level of participation the game requires when you don’t have easy access to the in-game resources.

Playing it now doesn’t take much time. I hit the local pokestop on my way to work or I hit the one at work while I’m getting lunch. I can sometimes get a gym each day (for my fifty coin daily maximum) if I spend fifteen minutes after work stopping at one of the ones near my workplace. I open the app a couple of times a day and whenever I take walks, spending the mental energy on Pokemon Go when I would otherwise be letting my mind idly wander. It doesn’t cost me any time aside from gyms, but it does cost me energy. There’s a certain amount of mental effort that goes into remember to do my daily tasks, remember which Pokemon I don’t need for evolving something (to avoid wasting my precious Pokeballs), and planning out the extra commute time I’d need to stop for a gym or pokestop.

For almost two years, I’ve unfailingly spent that energy every day. Even during the last few months when I’ve exhausted myself to the point of pretty much crashing as soon as I’m done with my responsibilities each day, I still spend energy on Pokemon Go. Now, as I’m taking a look at my life and trying to decide what is really worth energy as I try to find a healthier balance, I’m really questioning if it is worth it. And Pokemon Go isn’t the only thing on the chopping block. One of my favorite no-energy time-wasters is Imgur and that generally doesn’t do anything for me but help time pass quickly. There are games I play online with my friends that I don’t really enjoy but I play anyway because I’ve got people to play alongside. My life is full of things like this, things I once enjoyed but only continue to do because of habits and because they help me pass through the hours of my worst days.

The thing is, I have a lot of other stuff to help me do that. Ever since I ran out of that stuff in college and had to deal with a horrible night where I had nothing to do but think and stare out the window, I’ve made sure that I’ve got at least forty hours of mindless entertainment. I’ve got whole TV shows I bought on DVD that I’ve only watched long enough to know I’d enjoy. I’ve got a pile of emergency books and every Pokemon game ever created (I enjoy the “standard” version Pokemon games way more than the mobile game). Yet I still play Pokemon Go every day. I still have half a dozen boring games installed on my computer. I still have all the social media and time-wasting apps on my phone so I can disappear from the world for hours at a time.

As I spring-clean my life, I think it’s time I got rid of that stuff. I took this week off of work, and even off of blog writing (this was written ahead of time), so I could rest and try to see my life through clear eyes. Part of that is going to be ridding myself of all the things I’ve collected to insulate myself from having to pay attention to my life when my life wasn’t something I wanted to pay attention to. Things are better now, even if I still struggle, and I don’t want to feel like I’m wasting my time anymore. I don’t know if I’ll uninstall Pokemon Go because my girlfriend still plays it frequently and it is good to have things you can do together, but I think I’m going to take it off my home screen.

Talking to Strangers on the Internet

When I was growing up and first got to use the internet, one of the biggest rules I was given was that I could not talk to strangers on the internet. Around that time, tales of child abductions, predators, and catfishing had started to gain prominence, so my parents’ concern makes sense. It made sense back then, too, because I wasn’t supposed to talk to real-life strangers, so why should I be able to talk to internet strangers?

The funny thing is, now there are entire platforms for talking to strangers. Randomly-paired video and/or text chat, Twitter, Imgur, Reddit, Facebook… Pretty much everywhere you can go to on the internet, it will have an endless stream of strangers you can talk to. Sometimes, you even wind up making friends. One of my closest friends in my freshman year of college was someone who was a friend of a friend of a friend, that I’d maybe seen in person once. In the entire time we talked and were close friends, we met in person once, when I was back from college for winter break and we wanted to be able to stop making jokes about either one of us being a fat old man in a fake mustache.

Hell, even most video games pair you with strangers these days and all the team-based ones require some degree of communication, even if you only ever use emotes/macros to ask for healing or to show off your character’s mighty muscles. Up until a couple of weeks ago, when I started getting more involved on Twitter, most of my interaction with strangers came from playing Overwatch. I’d queue up for a match by myself or with a friend and we’d get stuck on a team with random strangers. For the most part, communication with them stay in the realm of healing requests and indications that we need to group up.

Sometimes, though, people start using text chat. Sometimes, people even use the team-wide voice chat. While myself and the friend I usually queue up with don’t generally join the team voice chat unless the team asks us to, there have been a few times when we have and it went well. One time, we did so well with two other groups of two that we all teamed up to make a group of six and went on to win another four matches. Another time, one guy spent the whole match whining into the team chat about how no one was playing well or helping him and it created such a thoroughly toxic atmosphere that no one would work together.

Most of the time, it’s just normal chatter. People talk about what they’re going to do, call out enemy positions and maneuvers, we coordinate our movements, and trying to work together for a common goal before moving on and never talking to each other again. I’ve had mostly neutral experiences with team voice chat, but the negative ones stand out so much that I generally try to avoid it if I can.

Text chat has been the opposite. There have been a few negative experiences, including one lately that made the match so negative that people on my team started throwing the match, resulting in an embarrassing overtime loss to a team we should have beaten easily. For the most part, though, people are friendly and at least neutral if not positive. If you play as a part of a group, there’s a high chance of playing with other groups and sticking with them for a while, across several matches. As that happens, people start friendly conversations, congratulate each other on good places, and all report/shout-down the one asshole trying to ruin everyone’s good time. Then you inevitably wind up fighting against a long-time ally and tears are shed on both sides as you ruthlessly exploit your experiences with each other to try to beat each other.

Good times.

I always kind of marvel at the casual nature of human connection via video games. You can meet someone new, bond over your shared enjoyment of a game, and then part ways without ever expecting to meet or talk again. If you do, that’s great! If not, then you’ve lost nothing. Or have you? It is so easy to connect over the internet, but we’re still so guarded with most of our personal information. Games all use usernames, most social media allows the restriction of personal information so only friends can see it, and most people who know anything about internet/identity safety recommend keeping most personal information completely private.

This attitude (which is still entirely sensible because the people who want to exploit personal information are ruthless and entirely too common) keeps us from connecting with friendly strangers. We don’t even share our names. We keep ourselves hidden behind the masks of our characters and our usernames. We connect with people, make friends, and them go our separate ways. It always makes me kind of sad when it happens, even if I’m not really willing to be the one to try to break the pattern. For the most part, anyway. I use my real name here, and on my Twitter. Those aren’t terribly brave, though, since most people also do that.

 

Platformers Never Fall Flat

As you might have guessed from yesterday’s review, I’m a fan of platformers. When they’re well-made, they can be some of the most rewarding single-player games out there, in my opinion. They provide the opportunity to tell wonderful stories through the visuals and the interactions between characters in the game without getting bogged down by complex levels or difficult controls. For some platformers, the whole point of the game is the controls, telling a passive story as you move through levels expanding your ability to explore as you go. There’s so much variety out there that I can’t cover them all.

While most of my favorite games are not platformers, it is easy to say that it is my favorite genre of game. Ever since I played Math Blaster as a kid, I have enjoyed working my way through levels by solving simple puzzles and jumping from one bit of safe ground to another. The various Super Mario Bros games, most of the Game Boy games I enjoyed that aren’t Pokemon, tons of great indie games now, and so many easter eggs in bigger-budget games.

Platformers have been in the news a bit more than usual lately. With the advent of Super Mario Maker and games like Cuphead, platformers are getting a lot of attention as a result of their often higher-than-average difficulty. In a lot of games the difficulty is adjustable, making the enemies tougher or weaker, or by giving you more or less information for solving the puzzles. Platformers, though, don’t always have adjustable difficulty. Celeste, for example, did not. There are levels you can unlock, though, that are basically more difficult versions of each level.

For a lot of platformers, the difficulty is set by the precision with which you must control your character. There are Mario Maker levels that require you to pretty much get your timing and movement down to the pixel in order to succeed.  Cuphead is notorious for difficult fights due to the shifting nature of the boss battles, which require you to constantly stay on your toes. Celeste requires you to repeat the puzzles until you succeed, trying to navigate around barriers and use the various game rules and moves to figure out how to move through the stage. This includes adding in a few false-leads that require you to fully consider your actions before you take them. Even replaying levels doesn’t necessarily make them easier because knowing what you need to do doesn’t mean you’ll actually be able to do it. I ran into that a lot. I’d get 90% of the way through a screen, die, and then struggle to get past the 50% mark all over again.

I really enjoy platformers because of this. I get frustrated, sure, but it feels super rewarding to be able to zip through a screen by nailing every move perfectly. I’m not terribly discouraged by failure, so it is easy for me to sit there and attempt to pull of the same sequence of moves for five or more minutes if I encounter a particularly difficult puzzle. My main problem with most platformers is that they’re often on the computer and I don’t really enjoy playing them on the computer. Getting Celeste for the Switch instead of my PC was the best decision I made in the last month. Being able to pick it up for only five minutes and then being able to put it down without worrying about accidentally closing the game is invaluable. I own a bunch of PC platformers that I’d probably re-buy in an instant if they made a version for the Switch.

I’m no platformer god. I’m persistent and I learn by doing, which means I tend to think better by making split-second decisions without too much time to analyze. This gives me an advantage because that’s what platformers, especially ones based on momentum, need most of the time. Only a few times has Celeste given me the opportunity to look ahead so I can determine what I need to do and it is the only platformer I’ve ever played that lets me do that. I enjoy the challenge of momentum-based games, even if I often flub the ending of individual challenges because I continuously forget to watch where I land instead of the difficult bit I’ve just navigated. I’m pretty sure this habit of mine accounts for at least half of my deaths in Celeste.

Gotta Catch ‘Em All

I’ve been playing a lot of Pokemon X lately. I’ve finally gotten past the place where I stopped last time, even after falling into the same hole of earning tons of money and XP fighting in the Battle Chateau because I’m a completionist and would rather spend two hours walking in circles to find the last Pokemon than move on and breed it from the evolved form I already caught. The problem is, there’s no real “complete” moment with the battle Chateau, so you can level up Pokemon endless or make sure that your wallet is always sitting comfortably above one million Pokedollars.

The other thing I’ve encountered, since I’m actively working on catching all of the Pokemon these days, is just how many Pokemon there are in this game. I’ve caught or evolved over two hundred so far and I’ve only just gotten the fourth gym badge. If I never caught another Pokemon and just evolved the ones I’ve already caught, I’m certain I’d break three hundred. Every route I enter, and even some of the cities, has new Pokemon to catch and there are few overlaps. Thankfully, I’m an old hand at walking in circles and can afford to just throw Ultra Balls at everything because I just go to the Battle Chateau every day so I can achieve my dream of eventually earning a billion Pokedollars. Specifically, having a billion Pokedollars at once, if that is even possible. If not, if the money counter doesn’t run that high, I will settle for having had a total of one billion Pokedollars. I’ve been tracking my expenses so far and I’m a little over two million right now. Only nine hundred and ninety-eight million to go!

I did the same thing with all of my Pokemon Moon play-throughs, and am currently doing the same thing with my Pokemon Ultra Sun play-through. There’s a lot more overlap in Sun and Moon, though there is also variation in what Pokemon can be found on a route depending on which patch of grass you’re in. If I didn’t use a location guide to find out which Pokemon are available where, I’d have missed a few dozen, for sure. That being said, I prefer Sun and Moon’s methods to X and Y’s. I don’t feel trapped on routes as much since I know I’ll be able to find the Pokemon on other routes, much of the time. The biggest downside trying to catch them all in Sun and Moon is that you never get the customary National ‘Dex.

The National ‘Dex was introduced by that name in the third generation of Pokemon games, Ruby and Sapphire. In Gold, Silver, and Crystal, it was referred to as the “Old Pokedex Mode” but it was essentially the same thing. Ultimately, it is an organization of the Pokedex to include all known Pokemon, listing the Pokemon by oldest to newest. It has been a staple part of the core Pokemon games and they completely abandoned it in Sun and Moon. I was devastated! I was looking forward to compiling all of my Pokemon in these new games only to find out that I could, but I’d have no way to actually track them in-game aside from portioning out PC boxes and figuring out where to place Pokemon that way. Which is why I spent the $5 for the Pokebank because you can do the same thing there, but it is a lot easier since it directly interfaces with most of the games. Only one transfer required and you can access it from any of the modern games.

The National ‘Dex available in the Pokebank is likely to be the only National Pokedex available going forward. Since it will be able to interface with all future games and will help solve the problem of cross-generation trading that was such trouble from the very beginning, I can’t see it going away any time soon. Since it is essentially cloud storage for Pokemon, we’d need some kind of big jump in technology for it to be worth changing the system to use something new.

While it isn’t as fun to use the Pokebank to check my National ‘Dex, I can see the value. Nintendo and the developers of Pokemon can just upgrade the one app and the Pokemon in the cloud can be made available to any device people use to access it. Portability, safety in the face of lost systems or games, and ease of access. I just wish there was some character who would give me things for completing it like there was in all of the games leading up to Sun and Moon. I want my ultimately meaningless recognition and prize, dammit!

To Single Play or to Multi Play

Despite my love for the almost entirely single-player Legend of Zelda franchise, I generally prefer multiplayer games over single-player games. My Steam account is full of single-player games I have never played or haven’t completed. I never actually finished most of my single-player console games, either. I just eventually lose interest or focus, getting distracted by some other video game or a new book, and never get back to finishing the game. If it is a multiplayer game that I’m playing with friends, I’m a lot more likely to stay interested and finish it.  There are exceptions, of course. I’ve played tons of games of Borderlands with friends and by myself, but I’ve only ever finished it once with a friend. It’s a longer game, so it is difficult to get someone to commit to the entire thing and then actually follow-through over the several sessions it’ll take to beat it.

I never finished all of the really cool extra content for Hyrule Warriors because I got bored doing the daily grind of beating thousands of enemies on my own. For the few missions I could do it, I enjoyed the multiplayer option much more. I started playing and loved Shadow of War last fall, but I never finished because Destiny 2, with its multitude of problems, came out. Destiny encourages cooperative multiplayer while Shadow of War’s multiplayer is only ever competitive.

I prefer cooperative multiplayer to competitive. Competitive games like Mario Kart and Super Smash Brothers are fun, but I prefer any game where I’m working with my friends rather than against them. Halo Co-Op was my preferred way to play with my friends in high school. I never really got into League of Legends because it was so competitive. Even the cooperative aspect of being on a team with your friends or strangers got competitive because people took the game so seriously. That, plus the toxicity, drove me away. Overwatch, on the other hand, is a competitive game but it encourages a lot more cooperation than I feel League of Legends did. Even when queuing for Quickplay and playing with random strangers feels better because not everyone is toxic and most people agree to a basic level of cooperation. Some of my best cooperative moments and matches have been with strangers. All it takes there is communication and willingness to participate.

I’m not a terribly competitive person. I don’t really care about winning or losing, I just want to play well. I want to play a game skillfully and improve, not worry about who has the most kills or whether or not I’m consistently better than my friends. I get frustrated, sure, but only when I know we’re under-performing or one of my allies is deliberately messing us up. I generally won’t try to force people to cooperate with me in games, but I have little patience for people who find pleasure in throwing games or betraying their allies.

I like to improve myself. Daily blog entries here, figuring out how to add novel-writing to my schedule, and then trying to work out between work and writing is all my attempts to make myself the best me I can be. That includes being good at my chosen recreations. I like to play video games and the part of me that is what I identify as the most core part of me also wants to be good at video games. Not so I can go pro in some competitive e-sports league or so I can rule over my friends, but for my own personal satisfaction. I want to be good to see just how good I can be.

Hyrule Warriors is Switching it up

I really enjoyed the Hyrule Warriors game that came out for the Wii U. The console kinda sucked, but the game was tons of fun! Until you got to multiplayer, anyway. If you tried to play multiplayer, one person using the little TV-Screen controller and the other playing on the main TV, the console would be unable to keep up with the demands of the game. There were whole levels and challenges I was unable to complete in multiplayer because the game simple wouldn’t render more enemies for me to fight. I’d be running around the battlefield, all but the last handful of goons defeated, but still four hundred short of the challenge goal because no new enemies would spawn. Story missions became impossible to complete because I couldn’t kill enough enemies to make the bosses appear.

The game was fun enough to play on my own that I don’t regret my purchase, but a lot of the achievements and post-story gameplay wasn’t as fun without a friend to play it with. The version they eventually released for the 3DS was better, since it required separate systems to play and they could share the load this way, but it wasn’t nearly as fun to play on the hand-held system (I’ve got huge hands, so even the larger “New 3DS” can cause my hands to cramp if I play it energetically). Plus, the screen was small and a lot of detail was sacrificed every time they shrank the screen from it’s “on TV” proportions. They also added a bunch of really cool DLC to the handheld version but it just wasn’t worth buying again, since no one else I knew was planning to buy it.

Now that there’s an edition coming out for the Switch, I might consider buying it again. I’m fairly certain my roommate would buy it and, since we’ve both got a Switch, we’ll be able to do multiplayer fairly easily. The screen is bigger and has a better aspect ration for these kind of games, so it’ll be less of a pain to play on the go. Best of all, it has all of the combined content from the previous iterations, all without needing to buy any kind of DLC for it! Though, to be fair, I would not be entirely surprised if they added more DLC for this version. While Nintendo isn’t as egregious about DLC stuff as most other game developers are (their DLC is usually more of an “expansion” than content that should have come with the game), they still do it with an increasing regularity. I just hope it never goes to Pokemon games! Or, maybe it would be better if they turned stuff like “Ultra Moon/Sun” into DLC so you wouldn’t need to buy an entirely new game…

The “Warriors” series of games, now in many different skins, all play much the same. You play as one of many heroes running through crowds of mooks, a few captains, and the occasional boss. You are mighty and they are weak. You kill hundreds or thousands of them and, unless you’re playing on a higher difficulty or are not actually trying to complete your missions, none of them can kill you. You can level up your characters, growing their power and unlocking new moves, using resources from the game and various weapons you get as prizes. The stories are simple and the point is to unleash incredible (but never very graphic) violence upon your foes.

While the original games never really held my interest, throwing a Legend of Zelda skin on them certainly did. You get all of the above paragraph and more! You can plan as any number of characters from across a few different Legend of Zelda games, use various items from the various games to hilarious effect, and do everything to some really amazing metal or heavy rock versions of classic Legend of Zelda songs. The music was amazing, though I’ll admit it doesn’t make for a very good YouTube or Spotify playlist. The music is best experienced as a part of wholesale slaughter and rescuing your friends from different time periods/universes.

If you want a casual game that’s a lot of fun and enjoy Legend of Zelda or Dynasty warriors, I recommend picking up some version of the game. If you want the Switch one, it should be out in the next three months. As of writing this, the scheduled release is “Spring 2018,” so I’d guess late March or sometime in April. Otherwise, grab a the 3DS or Wii U version and get to trotting around the battlefield as you wantonly murder a bunch of mooks.