Breath of the Wild’s Master Mode is Killing Me

I don’t know if I’ve ever mentioned this, but I really love The Legend of Zelda and Breath of the Wild in particular. It’s not like I’ve got a Triforce tattoo featuring the Triforce of Wisdom or that about 25% of my t-shirts are Legend of Zelda themed. It’s not like I can tell you just about anything from any of the games or point each of the references to past games in Breath of the Wild. Nope. Not at all. No one could ever guess that I spend a lot of my time thinking about The Legend of Zelda and it’s not like I should probably make The Legend of Zelda a category on my blog since I write about it so much.

With all the sarcasm out of the way, I want to honestly, earnestly say that Breath of the Wild is the game that keeps on giving. Not only did it give me over one hundred hours of fun during my initial run through the game, but subsequent DLC story content and the Master Mode version of the game more than doubled that. I’ve passed three hundred and fifty hours of gameplay on a single file and I’ve created two other files who probably add up to fifty hours total. The reason I created the first one was so I could stream the game on Twitch, because I thought that would be a lot of fun. I was right, of course, since it’s a fun game and having an audience only made it more fun, but it was impossible for me to make myself wait for my weekly streaming time and then I didn’t really feel like playing through it again on stream and in private after Master Mode came out. I wound up deleting that file so one of my friends could play instead.

The second file, though, was started because of a pet project of mine. While playing the game through the first time, I made my way to Hyrule Castle when I only had five hearts (but tons of stamina), in pursuit of a memory (one of the quests you get is to restore Link’s lost memories and one of them requires visiting Hyrule Castle). I had to make my way through what is basically the dungeon before the final boss with weak gear, no health, and nothing much in terms of healing items. While I was trying to find the right place, I got killed so many times it was almost funny. What actually was funny was a sequence of deaths brought on by an unfortunate auto-save. Every time I died right after entering Hyrule castle, I was brought to the same place, five seconds from getting one-shot. I eventually escaped by using the deaths to my advantage, trying different things to quickly escape the Guardians and simply repeating what worked until I made it to a safe place. I wound up with this really cool sequence of dodges, fire-powered flights, wall climbs, and a trip around a wall to a secret ledge. I probably died some fifty times figuring the sequence out, though.

Which is why I decided I wanted to make a “1,000 ways to die in Breath of the Wild” video to put on YouTube. I’ll put it to some kind of humorous music and make it out of segments of me dying recorded with my streaming devices. It’s going to be great. I was originally going to do it with a regular file, since it’d be easiest to power through it, but I decided Master Mode was the way to go since it eventually gets easy to avoid almost all deaths in a regular file with a modicum of skill and the eventual accumulation of good weapons and healing items. In Master Mode, sometimes you just die. A basic enemy can kill you in one hit, sometimes, and I struggle with killing them since they have a bunch of HP which regenerates if you don’t hit them frequently enough and weapons are a finite resource. Sure, you get bombs that are unlimited, but those take time to use without hurting yourself and lots of monsters have unpredictable invincibility frames when they recover from getting knocked around by a bomb. If you take too long to start dealing damage again, to make sure you’ve got your explosion lined up, then they just heal whatever damage you dealt to them. It’s incredibly frustrating, especially when bombs are all you have for an enemy with over seven hundred HP in the Trial of the Sword quests (which pit you against a bunch of tough enemies after taking away all of your gear and items).

That being said, it also means that you die fairly frequently and don’t need to stand around waiting for it to happen. Maybe you choose not to heal yourself mid-battle, just to see if it happens, but I played for half an hour the other day and died six times. Which means I only need to play for another eighty-four hours and I should be good to go! I’m hoping death frequency will go up once I get off the intro area and stop trying to avoid difficult situations. I’m also hoping to find places to try some incredibly stupid and badass stunts like that time I strung together a bunch of crazy tricks to trick a Lynel into running off a cliff to its death or that other time I used a bomb, the ragdoll physics, and four fairies to get down the tallest mountain in half the time it’d take to warp to the shrine I wanted to get to. Each of those involved several deaths, even if most of them got cancelled by fairies.

There’s a lot to say about Master Mode, but ultimately the most notable thing is that it serves as an easy way to rack up deaths for my stupid video. It’s basically the same thing as the standard game, but with a somewhat more difficult beginning. In my main file, I still pretty much effortlessly win all fights, even if they take a while longer to finish because the stupid Golden Lynel I’m trying to kill has seventy-five hundred hit points. Enemies, late in the game, aren’t really a problem so much as they’re a nuisance. I prefer to avoid them, but I’m not put out much if I need to fight them, even in Master Mode where they’ll almost one-hit kill you even with the best armor on. Still, it’s more fun to have the additional (generally small) challenge than to play without it.

 

This Game was the Very Best

All hyperbole and theme song references aside, Pokemon Blue was my introduction to handheld gaming and set me up for a lifetime of fun. It holds a very special place in my heart and I will always remember standing in my backyard, on the deck my dad had recently built (with the assistance of my uncles) while I powered on my very own copy of the game. I remember seeing the large, turtle-monster with the cannons sticking out of its back and thinking that was the coolest thing ever. I, of course, picked Bulbasaur as my starter Pokemon because a frog-plant monster seemed even cooler. Also, one of my friends said it got this move called solarbeam and, at the time, that was the most badass thing I could think of. Fire blast was pretty standard and hydro pump sounded kinda dull because my dad was a civil engineer and hydro pumps were things that just moved water around, so Bulbasaur was clearly the best option. Thus began my deep and abiding love for the grass type starter. The only Pokemon game since then where I’ve ever picked one of the other options has been Gen II (Silver/Gold/Crystal/HeartGold/SoulSilver) when I picked Cyndaquil because I was watching the anime at the time and Cyndaquil was my favorite of Ash’s Pokemon.

To get the first part of this nostalgia trip under way, I honestly miss the old days. Back before the internet made it possible to nail down the exact appearance percentage of all the Pokemon in every clump of grass, all you had was your friends. You found everyone with a version of the game, red or blue, and compared notes about where you found each Pokemon. Eventually, someone splurged for a walk-through and then everyone passed it around, trying to figure out where to find the best Pokemon. Then someone got a link cable and you all clamored to trade with each other until someone finally captured all 150 Pokemon, earning them the neighborhood crown until someone else revealed the secret to getting Mew. I was never the first to catch them all, for any version or generation of the game, and I’d never gotten a Mew in my life until Pokemon Go came out, but I was one of the best at figuring out where to get all the pokemon or remembering how to use the glitches so you could use Master Balls on Safari Zone Pokemon.

Back in Gen I, and even in Gen II, the games seemed so much simpler and more appealing. There was no meta to care about, no one even knew IVs or EVs existed, and everyone who tried a link battle with their friends inevitably lost to the other person’s team of level 100 Pokemon or their level 100 Mewtwo, specifically in the battles where we agreed no one would us Pokemon trained up using the Rare Candy glitch since they’d always pretend they’d leveled him up honestly and nothing beat a level 100 Mewtwo even with Same Type Attack Bonus boosted moves (Parasect was your best bet, but even that couldn’t hack it with a forty level difference). Back then, the games told a story and we got to watch the world and the people inside it change from one game to the next and even battle our previous player once we beat all of Silver or Gold.

Even setting aside the “crotchety old man” stuff, I miss the wild rumors that would circulate about the games. The wild speculation we all engaged in about Lavender Town and the ghost Pokemon you fought. The first Pokemon games coincided with my friends and I starting to get our first opportunities to access the internet and one of us inevitably came across some of the original “creepypasta” rumors about the first Pokemon game and we’d delightfully terrorize each other with stories about the old man in Lavender town killing all your Pokemon or the horrors of Missingno if you actually capture it. We all learned glitches we could use to duplicate Pokemon and convinced gullible people to do them since they had a tendency to delete all your save data instead.

The thing was, there was a community around the games and it lasted for years. Even as my friends and I get the new games, the feeling just isn’t the same. I’m still the best when it comes to knowing where to find Pokemon and I tend to have the highest Pokedex completion percentage, but the way the games are set up now makes competition pointless because you either cheat, trade your rare Pokemon away, or go to events to get limited legendary Pokemon that aren’t available through normal gameplay. Right now, there’s a “year of legendaries” event going on and my initial plans of taking advantage of it every month quickly fell apart as life intervened. Now I have no way to get those Pokemon unless I trade away something far rarer since everyone who has one knows they can ask for anything they want because it’s easier to restart and replay the entire game than get a specific event Pokemon. Sure, Mew was an event Pokemon and Celebi was as well, so it’s been going on since the beginning, but it’s so incredibly difficult to get them all now that it would take years to get all the event Pokemon and I don’t even want to know how much many in travel expenses.

I definitely enjoy the new games, don’t get me wrong, but I feel like I enjoyed Pokemon as a whole more back when I didn’t know as much and when I had a little less information available to me. When things were simple and I played under the covers of my bed using the plug-in game light I told my parents was for car rides, Pokemon seemed like this amazing world that I would step into and explore. Now, because of the meta, because of Pokemon natures, and because of the ever pressing need to figure out where I need to go each month to get event Pokemon, it’s much less a world for me to explore and much more of a part-time job that doesn’t reimburse your travel expenses. I’ll still play each one as it comes out (though I might take a pass on the “Let’s Go” series coming out soon) because I still get hours and hours of entertainment out of it, not to mention assistance with my insomnia issues, but I miss the days when it felt more real to me.

To once again continue the theme of reflecting on old games, today’s post is about Pokemon! Listen to me wax nostalgic, play the part of a grumpy old main yelling about change, and consider the pitfalls of the more modern games.

If I Had to Pick a Webcomic as a Religion, I Would Pick Erfworld

I’ve been putting off this review for months because this is my favorite story and I don’t want to sell it short. I want to be as charming and witty as this webcomic is and I just don’t have it in me since I’ve been constantly struggling just to keep up with the stuff I need to do, much less the stuff I want to do. I’ve written and deleted this post ten times over at this point because I can never come close to expressing how much I love this comic and how much Rob Balder, the writer and creator, inspires me. I feel like there’s some perfect version of this review inside me and I just keep failing to bring it out. Ultimately, though, a finished review that’s “alright” is better than the “perfect” review that never gets written. Anyway, as the protagonist of Erfworld–a man named Parson Gotti (just rearrange the letters a bit)–said, “We try things. Occasionally they even work.”

Erfworld is a comic about a man, the aforementioned Parson Gotti–aka Lord Hamster, who gets sucked into a different world by a spell created by people to be named later. The “side” of Gobwin Knob, ruled by Stanley the Tool (formerly Stanley the Plaid), paid a fortune for a spell to summon the perfect warlord, as defined by a handful of people who all had very different ideas of what that meant. Nevertheless, Parson arrives and sets to work with a will, slowly learning everything he doesn’t know he needs to know in order to take on what feels a lot like the whole world from the disadvantageous position of a long losing streak. Joining him is a memorable cast of detailed characters from a resigned necromancer, an illusionist with arguably too few marvels, a conjurer who hates violence, and a telepath whose moral ambiguity isn’t as much of an asset as she wants to think it is. Leading (debatably) them all is a man who just so happens to be incredibly short, incredibly short-tempered, and frustratingly short of common sense. Throw in some magic weapons with godly powers, a war for the very soul of Erfworld, a power dynamic that resists change, and you’re finally scratching the surface of this amazingly complex story.

While most of the world works according to some basic mechanics best compared to a miniatures game (units form “stacks”, move a certain number of terrain “hexes,” and have certain “specials” that modify their unit type such as “Flying” or “Archery”), the magic system is far more complex than most I’ve encountered and my descriptions of the various casters in the above paragraphs are vast over-simplifications for the sake of expediency. The necromancer is actually a “croakamancer,” which is a subset of the “naughtymancy” class of magic. I’d explain the others, but you’re honestly better off just reading the comic for yourself because the time it’d take to explain the magic system in a way I’d find satisfactory is greater than the time it’d take for you to read everything on the website. Not to mention that I’d have to revise it several times while writing it because we’re constantly learning more about magic in Erfworld and old assumptions and “facts” are constantly being set aside as we realized the fallacies of our assumptions. The one thing you do need to know is that the rules of the world are incredibly important, much more concrete than the rules of our world, and potentially exploitable. If you’re a gamer and you look at this story from the perspective of a power gamer looking for an exploit, you’ll find a lot of places for things to be used in a way the rule-writers likely didn’t intend. At the same time, Balder does an amazing job of breaking down what’s happening through text updates, character narration, and the detailed direction he gives the artists so that you don’t need to be a power gamer to understand or see what’s going on. All you really need is either a strong knowledge of pop-culture or strong Googling skills.

The plot itself is both pretty standard but also incredibly open-ended and unpredictable. Parson is summoned to serve his ruler and save the “side” of Gobwin Knob, but then what? The story carries on after plot wraps up and even the characters dealing with the fallout of how that concludes is only setting the stage for the appearance of even larger threats who all seem laser-focused on the fact that Parson is a player on the stage of Erfworld. Is Parson actually in a different universe, or did he have an aneurysm? Who are the bad guys in this story? What’s right and what’s wrong in a world where free will is a basically a special trait belonging only to a few units? What part does Fate play in the outcome of events and can it be circumvented or defeated? What does it mean to be the perfect warlord? All these questions and more are posed as the plot winds it way from one startling turn of events to another and, the further we go, the more we realize we’re not actually sure about the answers to those questions.

No one is the villain in their own story, but how do you tell a story about people who are trying to conquer the world through what seem like some pretty brutal means without making the readers dislike your protagonists? Is it enough to just give them someone worse to fight, and is that other someone actually worse or does it just seem like they are because we automatically sympathize with characters whose perspective we get to see? Only Balder has the answers to these questions, but it’s plain to see that he actually does have the answers to them. The way the story unfolds and the clever way he seeds foreshadowing into every major event is so detailed and complex that I can barely begin to comprehend the scope of his planning and work.

Behind the veneer of cutesy-sounding names and hilarious onomatopoeia is a harsh world full of difficult questions and the undeniable fact that only through death and war can any “side” survive. The often cute art of the comic hides an incredibly dark story of how far is “too far” and what’s justifiable in war, either as a defender or as an aggressor. Easily, the best part of this comic is the number of large and important questions it constantly raises and forces you to answer on your own. The characters in the comic find their own answers frequently, but that aren’t necessarily the answers we want since their answers are generally motivated by the desire for their side to win the war or come out on top. It can be difficult to keep track of what horrors each side has visited on each other because it feels like there’s a clear bad guy, but there are a few good guys who are only good because they’re willing to talk rather than fight. Peace isn’t really a permanent solution in Erfworld, but working for it seems like a better goal than just fighting all the time.

The art is amazing, even though it has changed rather frequently. The current artist team is by-far my favorite and I’m always excited for each new page because I can’t wait to pour over each page for all the hidden details they slip in. The often-changing artists are emblematic of the major struggle that has plagued Erfworld for a long time: an overabundance of tragedy. From the artist’s mother having cancer to the writer’s wife and one of the main employees of the website getting cancer, to stylistic differences with another artist, there’s a lot that has gone wrong for the comic as a whole and for Rob Balder in general. He’s been fairly open about everything since his fans are willing to stick by him throughout it all and have numerous times helped him come up with the money he needs to continue working on our favorite comic, but I still feel like most of those stories are his to tell, so I recommend checking out his news posts once you’ve read the whole thing. Regardless, his persistence and the way he’s always carried on with this story despite the hurdles he’s had to overcome has always inspired me to keep trying, even when I didn’t write for most of a year and considered giving up on it. I set the little statue of Parson I got from one of the Kickstarters next to my monitor and told myself “We try things. Occasionally they even work.” That is my all-time favorite quote from this comic (and that’s saying a lot because there are some real doozies here), and it has helped me not just get through the rough patches but stay focused when things were going well so I never took my good days for granted.

There aren’t a lot of stories I can say had a huge impact on my life and the number of writers I find truly inspiring is small enough that I can list them all on one hand, but Rob Balder and his wonderful story is at the top of both lists. If you want a story that will carry you along, with a cast of impeccable characters and a plot that will never leave you wanting, read Erfworld and bask in the glory that is one of the best stories I’ve ever read. Please, do us both a favor and start reading it now.

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.

I Need More Stuff to Review

I’ve been struggling to find stuff to review every week, partly because I haven’t always had time to read new books, watch new shows, or play new games, but also partly because so much of the stuff I find these days has been out for so long it isn’t super relevant anymore. In terms of games and shows or movies, a couple of years old is enough to fade into irrelevance online. Books often have a long lifespan in the public eye, but not always, and a lot of the books I’ve picked up have tended to fall into the “cult following” area and I haven’t been able to find them online. I still review stuff I enjoy, of course, but don’t always write about it when I feel like I’ve got nothing to add to what is already online.

Which is why I’ve started asking for recommendations of books, comics, games, movies, TV shows, and media in any form. I posted on Twitter today (and have been getting so many responses it gets difficult to keep up with them all now that everyone is home from their day jobs and checking their notifications) and have gotten a lot of links to books, a couple graphic novels, some story or poetry collections, and one webcomic. I’ve gotten so many things I might need to start doing reviews more than once a week if I seriously plan to review everything. I don’t even know if that’s going to be possible, given the sheer number of responses over the last couple of hours alone.

I’m looking forward to it, though. It feels nice to be able to help out people who are launching their careers or trying to make a name for themselves on the self-publishing market. One day, I’ll likely be right there with them, trying to get exposure and reviews for my book so other people will become more interested in reading it. I hope someone else is willing to review my books then. Additionally, it’ll maybe get exposure for the other stuff I offer on my blog, the various poems and bits of fiction I post fairly regularly (still trying to get back on the “poem a week” horse and my crazy work schedule still hasn’t let up so it’s not happening), and I would love that. I love it when people read my stuff, so I can understand the excitement people feel when they see someone actually asking for books to review.

All that being said, I’d love if you recommended some things to me! Anything is fair game, at this point. As long as it is published and available for me to obtain, I will review it. Got an indie game you’re working on? Send it along! I can’t promise I’ll review it immediately, but I am happy to buy a copy and put it on my list. Know someone who is trying to launch a book series or a webcomic? Comment or email a link and I’ll check them out! All of us creative people are in this together and it never hurts to help someone out as long as you’re not putting yourself out too much. We both have something to gain from this and there’s no losers in this scenario. Except people who don’t like it when people share things they like, I guess. They lose out big time.

I don’t know if it’ll generate sales for these people, I don’t know if it’s going to get them a lot of exposure considering the relatively small number of views I get in a given month, but it’ll be a good project and it most-certainly can’t hurt.

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.

Victories in Hallow Knight are Anything but Empty

As you know, I am a big fan of the Nintendo Switch. I like to find games I can play on it and, as it happens, most of the highly rated games on the Switch are platformers. As I’ve said before, I love platformers and metroidvanias in particular, which means I’ve had my eye on Hallow Knight since before it came out. I’ve had it on my Steam wishlist for well over a year and, when it looked like the internet was going to be out for a while, I downloaded it during the brief periods when the internet was working. That was the best decision I’ve made this month.

Hallow Knight is basically just another metroidvania. You start out in a basic world with a jump, an attack, and the ability to heal yourself. After that, you slowly unlock abilities that let you progress through the game until you reach an end determined by a couple of factors. You move about in a two-dimensional plane, avoid stage hazards, and fight off enemies using a combination of your basic attacks and unlocked abilities to get around the special qualities of the enemies. When it comes to gameplay, its nothing super special. It’s fun, but there are better examples of gameplay innovation and quality. While it is fairly standard in those terms, it makes it’s mark because every other quality of the game is extraordinary.

The plot is fairly simple, you’re a knight who was called to complete some kind of quest. You don’t really know what, but you find yourself drawn to the ancient, ruined city of Hallownest. There, you find a cadre of characters, all of whom adhere to the “bug” theme your character starts, who make their lives supporting the numerous people who feel called to explore the dungeon or call it their home. One of the first I met was a map-maker who quickly set the tone for there being something a little off about the world and the people in it. As you defeat enemies and rescue these little worm guys, you start to notice blobs coming out of some of the enemies you defeated and then encounter enemies who had giant sacks of the stuff which they fire at you like little orange bombs. While exploring, you meet a few more characters who subtly work in references to a wonderful world lost and the eventual corruption of everyone who stays in the city for too long or who goes too deep. There’s more to the plot, of course, all of which is revealed through little hints or statements by the more peaceful denizens of the dungeon. I don’t want to spoil it, since I was more interested in digging up little nuggets of the plot, themes, and history as I played than I’ve felt while playing any game since Celeste.

While you’re working through the world, you’re making your way through a world of black, white, and grey tones that manage to brightly portray a world of gloom in a way I’d never thought possible. Occasionally, a splash of color shows up as some enemies explode into orange blobs or shoot little orange spheres at you. Occasionally other color shows up in the environment, like when you find a giant blue crystal that, when shattered, gives you temporary hit points. Other times, it’s something like a mine with light purple crystals scattered throughout or the worm creatures you rescue. Each time you see color, your eyes and attention are instantly drawn to it as it shatters the beautiful gloom of the greyscale environment you get used to between blooms of color. Setting color aside, every visual in Hallow Knight is absolutely incredible. The characters feel so alive and even the background stands out in its incredible variety as you try to find your way through the various rooms. Even though everything is notable enough that you never really feel lost or like you’ve just walked through the same room twice, it still all blends together incredibly so you know that the mine and the courtyard with the small palace in it are definitely a part of the same place. The game also makes incredible use of the foreground, having your character walk behind a whole range of things as you move from one place to another, but never in a way that you lose sight of your character.

Despite the fact they fit into the grey-scale, gloomy environment so well, none of the enemies are hard to spot or difficult to figure out. Occasionally a boss throws a new move into the mix as you chip their health down or their attacks start having secondary effects, but they mostly have pretty clear modes of attack and methods of movement that are nevertheless a challenge to work through without injury. Because of the way your character gets bounced back when it attacks an enemy, it can be difficult to avoid falling in the pit full of spikes and avoid running into the enemy as it is charging toward you. You have to push forward, toward the enemy, just enough that your bounce doesn’t send you off the ledge to your death but not so much that you run into them and get hurt. Throw in the variety of enemies and the way they mix them up, it gets to be a challenge to make sure you’re fighting each enemy the right way.

While you’re fighting them, the somber music in the background doesn’t change, though it somewhat fades to silence. When it comes in, it starts slowly, changing from simple environmental sounds accompanied by the wind to a rather simple but sad music that does an amazing job of representing the area you’re currently in. As time goes on, the music adds more, interjecting small sections of brighter notes to contrast with the quieter, more morose ones. It never changes abruptly and, even when I went to listen specifically to the music for this section, it was so subtly and perfect that I almost didn’t notice the change.

If you like metroidvanias and you haven’t played Hallow Knight, you’re missing out on incredible artistic masterpiece of a game. I recommend you pick it up and let yourself experience it at a comfortable pace. This game begs for a slow, methodical play-through and I recommend you play it in a dim room with little other noise so you can fully immerse yourself in the experience.

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.