Video Games in the Workplace

Because I work at a super cool place, one of my team’s side projects was to design and build an arcade cabinet shaped like one of the products my company is famous for. Once it was ready, we started using it to work out some of the kinks in the system we had set up to act as the software for our cabinet. It was a desktop computer and a large TV, so it was nothing complicated, but the version of windows was leftover from a computer two company operating system upgrades ago and the computer itself was something basically built out of salvaged parts the company was throwing away. Needless to say, it did not work very well. We had it mostly working for a while, aside from an occasional crash, but someone tried to fix that and it wound up getting bricked.

For a short period of time, though, the entire team competed at Galaga. Mortal Kombat was popular, but almost everyone played Galaga at some point or another. Or at least we tried to get everyone to play it. Whether or not they actually did it has yet to be determined because, after a few weeks, a couple of front-runners emerged.

Galaga isn’t a terribly complicated game. The levels always happen the same way, the mechanics work the same from game to game, and it is possible to win by simply memorizing the game’s patterns. If you know where everything is going to be and how long it will take your bullets to get there, you can easily get your score super high. If you know the trick to get two ships and are confident in your ability to kill everything before it can kill you, it gets even easier to get up there. Unfortunately, new levels kind of kill your ability to remember your way into victory, so your high score tends to increase slowly unless you’ve got amazing instincts. Sure, all the levels are different, but the patterns are similar enough that you shouldn’t be caught entirely unaware.

Myself and two coworkers competed for the top spots. One, Competitive, of them took it very seriously, and the other, Infrequent, only occasionally played. Competitive liked to get me to take turns with him, since our scores were close and we’d trade top spot every week. Infrequent would have been the clear leader if he’d played consistently since he almost doubled our scores the first time he played and then set the leaderboard solidly in the six-digit range. It took me a week to figure out how to get my score that high, but I eventually got there. A week later, Competitive did as well. Infrequent stopped playing at that point, so it was mostly just me and Competitive taking turns.

I have nothing against a healthy rivalry, but it was getting frustrating. Competitive wanted to play every day and he’d just walk up behind me, grab me by the shoulders, and say “How about some Galaga?” or brag about the fact that he held the high score. It got to the point where I didn’t even want to play anymore, despite the game’s comforting repetition and engaging simplicity. Galaga is a lot of fun and I can see why people loved arcade games, now more than ever, but it wasn’t worth the amount of disruption Competitive brought to my daily life, especially when he started wanting to play twice a day.

The entire dynamic felt weird to me. Both Infrequent and Competitive had played Galaga when it first came out. Competitive seemed to just enjoy having someone to play against while Infrequent seemed like he was disappointed in his stellar performance. The first time I played it was in a combo arcade at a pizza place, while my family waited for a seat. I was six or seven, I think. The next time I played it was at work last year. I pick up games quickly, especially ones that rely on repetitive mechanics, and I’m stubborn enough to put in the time it takes to get decent at something. If I’d kept at it, I’m certain I’d have gotten quite good at it.

These days, no one plays. The computer that once held the games was bricked and now the arcade cabinet sits cold and empty. Competitive stays in his office and I need no longer worried about being accosted by a man looking to feed his competitive spirit. I kind of miss it, though. The game wasn’t amazing and the controls kind of sucked, but it was simple, it was fun, and it was a puzzle just waiting for me to figure it out. I hope we get the cabinet fixed again soon. I’d like to get my high scores back.

Return to Celeste Mountain

One of my go-to unwinding games has been Celeste. I really enjoyed playing through it the first time and, while I can’t recapture the catharsis I felt as I watched Madeline work through her problems for the first time, I still spend some time reflecting on how they still apply to my life as I try to get the additional collectibles or set a personal speed record for a level. That’s why I always start from the beginning of the level and, unless I’m doing a speed run, explore the entirety of each level, including talking to everyone again.

This game has plenty of collectibles and even additional levels if you get certain collectibles. These tapes are called B-sides, and you can find one hidden in every level you play through. The rooms they’re in are usually hidden in some way, requiring you to make a split-second decision to alter your course, thoroughly explore all your options, or to notice that a wall isn’t really a wall but a hidden entrance. Each room has a puzzle involving timing your jumps from one set of blocks to another as they switch which set can be interacted with. They’re not terribly challenging once you figure out your path, but they’re not easy, either. That being said, I found it a lot easier to find the B-sides on almost every level than some of the other collectibles.

The hardest things for me to find where the Crystal Hearts. There’s one hidden in every level, though the ones in the B-sides aren’t really hidden so much as the goal of the level, and I found maybe two of them during my first play-through. When I went back and spent more time meticulously combing through the levels, I found three more. I’ve still got two more to find on the traditional levels and then a bunch of B-sides to complete. The Crystal Hearts are used to unlock the last level of the game, The Core, and I only just got enough of the hearts to start exploring The Core, so I’m looking forward to dedicating the time to getting through that level. I’ve already spent half an hour exploring it and finding almost nothing. I got through the first puzzling bit, but it feels like I haven’t gotten that far yet.

The last collectibles are the Strawberries scattered through all but one of the main levels. Like all of these collectibles, they have almost no impact on the main game since only the Crystal Hearts actually unlock anything, but they give you a reason to start exploring and a reason to keep exploring even after you’ve cleared the level. They’re often quick to get and encourage you to do more than just get through the level. Usually, you can find the Strawberries in hard-to-reach, out-of-the-way places that require you to change how you’re getting through the screen in order to collect them. Unlock the Crystal Hearts and B-sides that just require contact to collect, the trick to the Strawberries is that you have to stand on solid ground after collecting them in order for them to stay collected. If you die before then but after getting the Strawberry, it just pops back to its original place.

Thankfully, you don’t actually need to complete the level again in order to accumulate the collectibles you’ve gathered while re-doing a level. If you want to leave after getting that last Strawberry instead of making your way through the entire level, you still get the Strawberry (and your additional deaths), added to your record for that level. While the death total is interesting to see and compare to other parts of the climb, deaths are definitely not something you want to collect. I haven’t found any kind of negative impact resulting from having a bunch of deaths recorded and I’ve reached four figures in the deaths department, so I expect that I’d have encountered it by now if it existed.

I really enjoy replaying the levels. Sure, I’m only racing against my own timer at this point, but the game is really easy to pick up and put down as my time allows. The whole system is super portable and easy to use for short periods of time, but most of the games I have do not work that well in short periods. If I’m playing for only five minutes, I’ve only just finished loading into my Breath of the Wild file. Or I’ve gotten to the first checkpoint on one of the later levels in Celeste. I really can’t emphasize how great the portability of the Switch is and it feels like Celeste was specifically made for the accessibility and ease of use this platform provides. I can save and resume even in the middle of levels without needing to worry about getting sent back to the nearest checkpoint.

A month and a half after I first finished the game, I’ve gotta recommend it again. The levels are fun, there’s so many reasons to keep playing after you’ve beaten the game, the themes are mature, and the plot actually has something difficult to say. If you read, play or watch nothing else I’ve reviewed, you need to play this.

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.

Ready Player One: The Movie

I have a lot of mixed feelings about this movie. I enjoyed watching it, for sure, but I feel like I’ve got a few too many problems with it to really come up with a positive review as I look back on it. The effects were great, the movie did a great job of pulling me in, and the characters were a lot of fun to watch. At the same time, the plot felt very rushed and kind of oddly-paced, the main character basically Mary Sue’d his way through everything, and all the other characters pretty much just fell by the wayside in order to let the main character stand out when he really shouldn’t have.

To be clear, I had only read half the book before seeing this movie so I’m going to completely discard my feelings about the movie as they relate to the book. I’m going to focus on the movie as a movie and then, once I’ve finished the book, review the book in a separate post.

I really enjoyed the visuals of the movie. It looks like mostly CGI, which made a lot of sense given that most of the movie happens in a virtual environment. The effects team did a great job of mixing wondrous and mundane so that everything felt familiar and understandable while still feeling different and interesting. Subtle shifts in the environment, the variety of the characters depicted who WEREN’T just copy and pasted from some game, the movements and body language of the characters was superb, and the few mixed live-action/CGI shots were sewn together wonderfully. There were almost no awkward angles, the battles flowed like a mighty river, and the few scenes we got off the character’s while they were logged into the virtual world were hilarious depictions of the sort of odd way the virtual world translated to the real one. all together, it did an excellent job of keeping me invested in the movie aside from a few points when the plot or writing threw me off.

Despite those moments, I have to give the writers credit for taking a story that is difficult to tell without the slower pacing of a novel and turning it into something a coherent movie plot. The world takes a whole lot of introduction to make sense in the book and the movie manages to not only skip most of that, but make the world feel more real in one fell narratorial swoop. That being said, it feels like an incredible stretch that no one figured out the secret of the first challenge until our main character just got lucky and stumbled onto the answer. Because that’s what he did. He got stupidly lucky and just stumbled his way into the correct solution. He didn’t have a flash of insight, he got spoon-fed the answer by a robot. Being an avid gamer myself and knowing people who take gaming to the point of an unhealthy obsession, I can say that someone would have figured out the secret of the race in the first month.

In a similar vein, it was incredibly frustrating to watch a bunch of uber-gamers work together without so much as an argument or attempt to get one over each other. I can’t even get that level of cooperation out of my friends when I play Overwatch and that is a game literally designed to promote teamwork. Most of us gamers have a massive competitive streak and I have a hard time believing that not a single one of these top five gamers thought about going for the prize themselves. They eagerly stand aside for the main character and one of them, the main character’s romantic interest and the player who seemed to be his main competition, literally declares that the main character has to be the one to take their one shot at the prize. That’s seriously a (paraphrased) line from the movie. Its even repeated a few times and absolutely no one says anything against it. Every other player competing for the prize is some amazingly skilled and wealthy character who has spent a huge amount of time accruing items, weapons, armor, and skill, but they all stand aside for the leather-clad, pistol-toting main character who was so broke at the start of the movie that he had to slow down during races to collect the coins from dead characters in order to get enough fuel for his car to finish the race. Seriously. One of the characters turns out to be the leader of some kind of rebellion and they immediately stand aside to let the main character take the lead as soon as he shows up (which only happened because they rescued him). It was so grating to see a powerful, strong character immediately defer to this wimpy, useless main character.

Seriously, aside from knowledge of the subject matter relevant to their search, the main character had nothing going for him. He should have been outclassed at all turns and only isn’t because everyone around him does everything for him or he just gets lucky. He shouldn’t have won. Anyone who was obsessed with this competition as the movie said all the other characters were, should have been able to figure out what the main character did. That’s the trouble of solving intellectual puzzles in a movie: there’s no way to show the character straining or working hard without showing them fail and failures are trimmed down in most movies so that the director can save a few minutes for more action sequences or proselytizing from the movie’s moral authority.

Thankfully, all of the “good” characters shared that job.  No one person acted as the moral figure and the constant interaction between the characters kept things interesting when they were all around. Their banter was fun to listen to and they all did an excellent job of keeping the story moving along despite the awkward plot choices. The biggest problem I had, was that there was almost no awkwardness when the characters meet for the first time. Only two of them have been friends on the internet for very long, but they all seem to fall in together like they’ve been the best of friends for years. As someone who has had several of those “meet someone in the real world for the first time after really getting to know them in the electronic world” moments, I can say that they’re almost always awkward to some degree or another. It expedited the plot, but it pulled me out of the movie a bit.

There’s a lot to be said about all the references I saw and all of the ones I didn’t see, but I’m going to skip over that because finding the references for yourself is a significant chunk of the fun of the movie. I wouldn’t want to take that away from you. Which means I think you should see it. Probably not at full ticket price, but it is definitely worth the $5 for a Tuesday showing at a Marcus theater or however much a ticket costs at your local cheap theater whenever it hits the cheap scene. Or rent it when it comes out on DVD/Blu-Ray. Whatever you prefer since this really isn’t a movie you need to see on a big screen.

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.

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.

Climbing the Mountain of my Heart

First and foremost, I want to thank one of my readers who contacted me, Ryan, for recommending Celeste. I would not have played it without your suggestion because it wasn’t even on my radar before that. I enjoy platformers, but I’m not very good at staying up-to-date on video game news. Trying to follow everything that’s happening is super stressful. Normally, I rely on my friends for that kind of information, but none of them are really into platformers, so thank you so much for recommending a game I have immensely enjoyed.

Like most indie platformers, the game is fairly simple in concept. The game follows a young woman, Madeline, as she attempts to climb Celeste mountain. The controls are basic, based around jumping, an air-dash, and climbing. The levels are often only as big as your screen and the simple move set means it is fairly easy to figure out how to move through them, but the game is still very challenging because the maneuvers require precise timing and execution. Timing your jumps, dashes, and climbs so you wind up being able to combine them all in a quick string that lets you finish by dashing to the final platform at the right moment, to avoid the floating spikes that are moving back and forth, becomes a real challenge. Dying only set you back to the start of the screen or the last mini checkpoint, but it can become the right kind of frustrating when you’ve died a couple dozen times on the one screen.

In addition to the air-dash, there are a number of level-unique gimmicks and a few game-wide ones that get introduced to add variety and further complication to your play. Platforms that fall or crumble a second after you land on them, bouncy clouds, little bubbles that throw you a certain distance in whatever direction you’re pushing, and even little feathers that turn you into a little orb of light dashing through the sky. Moving spikes, weird black round shapes with eyes, and moving platforms that catapult you in the direction they’re moving if you time your jumps well. All of it comes together to create a wonderful and challenging platformer that offers you a ton of variety.

To up the ante, there are various collectibles spread throughout the levels. Strawberries scattered throughout the level, little mini-game screens with “B-side” tapes on them, and crystal hearts in hidden rooms that will encourage you to leave no room or direction unexplored. The strawberries are just collectibles to incentivize exploration, but the B-sides and the crystal hearts add things to your game. Each level has a second, harder version you can unlock by finding the tapes while the last level, Level 8, is stuck behind a wall you can only unlock with four crystal hearts. Like most good collectibles in these kinds of games, you can enjoy the game without needing to gather them, but they add to the game if you take the time to find them all.

Thematically, this game is far more complex. Madeline is climbing the mountain because she feels like she needs to make a change in her life. As you learn throughout the game, Madeline suffers from some pretty bad depression and anxiety, resulting from something bad that happened to her (it is never specified, but the game hints that it may have to do with a past relationship). She has to learn how to deal with the problems that come up as a result of her mental health issues all while trying to cope with the mountain itself, which seems to be doing everything it can to make her journey more difficult. You can even see her slow growth throughout the game in the ways she interacts with and talks about the other people she encounters.

My favorite part, which hit super close to home, is an exchange between Madeline and Theo, a hiker she encounters throughout her climb who she just rescued from the materialization of her inner demons. They’re sitting around a campfire, talking about what happened and why it is happening. Eventually, Theo asks her a question (I’ve trimmed out non-relevant or spoiler-y bits of dialogue):

T: Why not take a vacation instead?
M: I guess I feel like I need to accomplish something.
T: It sounds like you have enough on your plate already.
M: I guess it is kind of extreme. But that’s how I am. I need something to challenge me. And I can’t just do something a little bit. It’s all of me, or nothing.

As someone whose main coping mechanism is “find projects to do” and who has often said that I find it much easier to commit 100% that hold back, I felt a little called-out by the game. Madeline even uses similar language to describe her depression.

I’m currently climbing my own mountain. Trying to update this blog every day for what’ll wind up being at least thirteen months, trying to work enough to pay of my loans quickly, trying to work out regularly, trying to work on my novel five days a week, and trying to maintain my relationships (romantic and platonic) by staying socially active. So far, I rarely ever accomplish all of those things, but I try every day and don’t give myself a hard time if I can only do one or two of those on any given day. I remember learning the lessons that Madeline learns in this game and this was an excellent reminder that I need to be careful or I’m only going to wind up making my life more difficult for myself.

I have to say, this game came at exactly the right time for me. I suggest you pick it up for its super fun platforming and then appreciate it for the wonderful story it tells in a form that doesn’t typically lend itself well to storytelling.

 

 

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.