I started playing Warframe pretty recently. Well, sort of. I started playing Warframe past the introduction recently. I started playing it years and years ago, because one of my friends was really into the game, but I was getting into it as he was falling off it and I didn’t really have it in me to stay focused on the game by myself back then. I still don’t these days, but I’ve got a pair of friends (the same pair who got me into Palia and most other new games I’ve tried over the last year) who have been investing their time in the game recently and, since I’m more interested in doing fun stuff with my friends than the specifics of most games, I decided to launch myself back into it. Plus, this game gets around most of my aversion to guns in games since the enemies in this one are rarely human, melee attacks are my preferred mode of combat, and I can actually not use any guns at all if that’s what I want–for instance, I’m doing a Bow, Shuriken, Hammer thing right now and having a blast. I don’t really understand more than the very basics of whatever plotlines exist in the game since my friends have been powering me through the various advancement-critical missions so they can open up the world for me, reveal something they’ve been trying to keep a secret (which is working really well, aided in part by the fact that I genuinely don’t know enough to spot whatever stuff they might be trying to hide), and get me all of the cool abilities that usually take a long time to unlock. So I’m having fun but I’m also confused to the point of just sort of sliding through the missions without them leaving any kind of lasting impression on me.
Continue readingPlot
Picking Through Hyrule In Tears Of The Kingdom
While watching Dimension20, I’ve been playing through The Legend of Zelda: Tears of the Kingdom again. I’ve given up on any hope I had for a Master Mode and done my best to accept the game that was sold to us. It feels unfair to say this, but it feels so much less than I hoped it would be. I understand that my expectations were set sky-high by Breath of the Wild, but I feel like so much went into turning that game into An Experience that just wasn’t kept around for the sequel. The sense of wonder and grandeur that Breath of the Wild builds is spent trying to create a sense of horror around The Gloom and Ganondorf’s return instead. All of the early building in the introductory sequence falls flat because all that accomplishes is setting us at what is the common starting-point for almost all Legend of Zelda games and then none of the freaky gloom, horrific music, or creepy visuals come up again as something to be dealt with or feared for multiple hours. Then, when it finally comes up again, it is a minor environmental hazard tied to The Depths, which is unfortunately the section of the game with the greatest squandered potential of all, or a strange and potentially terrifying encounter that is incredibly easy to flee from. It becomes a minor concern only during the final boss fight and, even then, if you’re set up with halfway decent armor, good food buffs, and tons of hearts, it’s trivial. With none of that to rely on to create a coherent throughline for the game (like the mixed wonder of exploration, grief at finding a decayed world you can’t remember but know you failed to protect, and hope for the future that thread their way through all of Breath of the Wild), all you’ve got is an admittedly fun game to play with an interesting world to explore while building all kinds of weird machines.
Continue readingSea Of Stars Was A Great Game With A Poor Ending
A quick disclaimer that, since I wrote about all but the very last bits of Sea of Stars already, this post is going to be rife with spoilers in probably every paragraph below this one (and especially rife in the paragraph immediately below this one)! It is impossible to discuss the things I want to without wading deeply into the various themes, plot beats, and even the final resolution of the game, so check out my first review if you just want to know whether or not you should play the game and then read this review if you don’t care about spoilers and want to know what I think about the game now that I’ve finished it. I will say that, regardless of what you might read below (and to give a pre-spoiler final conclusion on the game), I think you should play it. I had a blast and while I have a lot of thoughts about the story’s wrap up, it is still a point in the game’s favor that they put so much in the game that I have a burning desire to talk about it, even if I might not be as happy with the wrap-up as I would like to be. I put about thirty hours into the game and it was absolutely worth my money and that much of my time. I have no regrets about spending my time on it and I’ll probably even replay it eventually, using the New Game + mode to get the final achievements so I can rest easy knowing I did everything there was to do in the game. Now, with that said, on to my final and full review of the game!
Continue readingThoughts on the Conclusion of Pokémon Violet
Spoiler Warning: This post discusses the main arc of the latest Pokémon games and while it doesn’t go into detail, I know that some people would prefer to avoid any kind of information at all. This spoiler warning is for those people. And it starts in the fourth paragraph below (this is paragraph zero).
Continue readingWhy I Return To Frustrating Video Games
Since last week, I’ve been reflecting on why I continue to play video games that frustrate me. I was pretty tired when I wrote last week’s post, so it did not initially occur to me that one of the main elements of video games is to present challenges to overcome and while failing to overcome a challenge can be frustrating, video games are usually set up to give you additional opportunities to attempt challenges you’ve failed. As someone who plays video games with a desire for a challenge, a certain amount of frustration goes hand-in-hand with attempting a challenge that actually feels like a challenge. Still, when I think about the moments of frustration in a game that cause me to set it aside, most of the time it has nothing to do with the challenge the game presents and everything to do with my experience as someone attempting to enjoy themselves. Last week’s post included examples of games I’m playing and frustrations that caused me to put the game aside, so I’m going to expand on those for simplicity’s sake.
Continue readingThe Pokémon Anime Is Not As Repetitive As I Thought
I read an article a while back about the way that shows are produced and written for a weekly release (the traditional method) and a full-season release (new to streaming platforms). The article didn’t make claims about quality or superiority, it just clarified why some seasons are longer than others, why some shows have more episodes, and how the pacing, plotting, and character development can change between the two forms. The crux of it was that, by being able to drop an entire season at once, a show wouldn’t need to remind its viewers of important information as frequently as a weekly show would. Because it was meant to be consumed quickly, it could skip over a lot of the “last time on” type information and the “I’m going to remind you of this thing we encountered five episodes ago because it’s actually been four months for us.” Stories take longer to tell if you have to tell them in pieces and can’t reference the old information, or you have to tell stories without as many elements that are reliant on past information. It’s not better or worse, just different.
Continue readingHorizon Zero Denouement
I finally finished Horizon Zero Dawn. I took my time, doing most of the upgrades, finishing every side quest, doing almost every hunting trial with a complete success, collecting most of the outfits and weapons and all that. It was good, though I’ll be the first to say that though the text logs are super interesting, they’re a little too hidden away and difficult to find for any but the plot-centric ones to be worth getting. I thought I did a pretty good job of looking, but I definitely did not, seeing as I found maybe a third of the non-plot data logs. I could look up a guide and hunt them all down, but that just does not feel worth it when I could move on to other games, like playing Ghost of Tsushima again or playing The Witcher 3 for the first time (it was on sale!).
All said and done, it was worth playing. I had a good time, enjoyed most of the gameplay, and only got bored three times. And it wasn’t game-terminal boredom, just session-terminal. I was able to take a day or two off of hunting for raccoon pelts and bellowback hearts before returning to the game, refreshed and ready to hunt again.
While there were definitely some difficult parts early on, the availability of arms and gear meant that by the time I hit level thirty, fights weren’t a challenge anymore. It was only ever a question of how much time and how many resources it would take to finish it. The only times I died is when I fucked up a hunting trial and decided it was easier to just die since I spent too many resource to just try again. I even successfully killed a giant t-rex monster robot called a Thunderjaw way earlier than I should have been able to by cheap-shotting it with fire arrows from behind a rock it couldn’t path its way around. It took, like, fifteen minutes, but I brought it down.
The narrative was worth binging, though, so I’m glad I largely ignored it until I was mostly finished exploring and sidequesting through an area. It’s not that it wasn’t memorable, but that it had a degree of urgency to it that was difficult to ignore most of the time. While the robotic movements and painfully awkward expressions of the characters in cutscenes was difficult to watch, the plot itself was enough to carry me along. It twisted in not entirely surprising ways, but it gave me villains to hate, assholes to yell about, causes to believe in, and a twist I didn’t expect. I always thought it was going to be a global warming/environmental thing that wrecked the world, but that wasn’t it. Turns out that problem was solved. It was something else that revolved around the hubris of humankind that ultimately did us in.
That being said, I felt like there wasn’t enough plot. It felt like maybe ten hours of plot stretched into sixty hours of game by refusing you the information you want until near to the end, at which point it just dumps it all on you at once. There were a couple places where the protagonist, Aloy, interrogates another character about some big plot element (usually about a character) that is just a bunch of question prompts, the option to bail out of this massive dialogue tree, and an NPC just word-vomiting. It felt kinda of stilted, to have it all dumped out at these points. I’d have preferred never knowing to this kind of expository dumping.
While I’m super excited for the next game, and very interested in what might be going on in this next segment, I do feel a little restless. The final conclusion to the game wasn’t terribly satisfactory. Not merely because it was a setup for a sequel (as far as sequel bait goes, this was relatively mild), but because it just felt sort of abrupt. We’re chasing this thing down, fighting to save the world, and then we beat the big bad and it’s just over. No wrap up, no denouement, just a final cutscene to set up the next game. I know that unresolved plot is the key to a new story and that I literally just wrote a post about wonder and the space between certainties, but I don’t like it when it feels like those things were created by cutting holes in something.
I would definitely recommend the game and this is one gripe in an otherwise wonderful distraction and experience, but it is pretty heavily on my mind as I reflect on the conclusion to the game. There was just a world demanding so much of Aloy, a moment of victory, and then a lead-in to the next plot. Seriously, it just feels like they clipped the actual denouement out of the game. It’s a frustrating end to a lovely game.
Exposition X And X Narration X The X Anime
For those of you who aren’t familiar with the Anime Hunter X Hunter, the title of this blog post is reference to how the show titles all of their episodes. And also a reference to the two biggest parts of the show that might as well be characters. In terms of story, Hunter X Hunter is an adventure show about a young boy joining an elite group of dangerous people called “Hunters” in order to find his father who abandoned him when he was a baby. Gon, the abandoned hero, makes a few friends along the way and constantly impresses people with his superhuman strength and sense until he complete his exam, becomes a hunter, and is introduced to the world his father inhabits, a world filled with people far stronger than him which exists a step removed from the world he used to know. To be specific for those wanting to look up this anime, I’m reviewing the much longer series that premiered in 2011, rather than the earlier and shorter series. That’s the one my roommate introduced me to, the same roommate who introduce me to My Hero Academia, so I’m not entirely sure what to make of his taste in Anime anymore.
Now, to be entirely fair, he didn’t talk Hunter X Hunter up nearly as much as he talked up My Hero Academia. He admitted there are some serious issues with the later episodes and that it isn’t as strong as some of the other ones he’s recommended, but it has held a special place in his heart for a long time and it’s actually pretty fun to watch. It has frequently defied my expectation when it comes to the story and I’ve enjoyed watching a large number of the crazy characters in this show wind up being surprisingly sane. An assassin bonds with his son, a martial arts instructor acts to help a pair of young fighters who are in over their heads, and two incredibly strong children are actually children who play around and get up to trouble between being ridiculously overpowered. It’s very refreshing to see it stray away from a lot of the more frustrating adventure anime tropes and to create an insane world occupied by sane people.
If it weren’t for two things, I’d love this anime. As it is, they are making it difficult to enjoy the show at times. If it weren’t for the constant exposition, often delivered by going over events that just occurred multiple times, and the steadily increasing amount of narration, I’d definitely recommend this anime to everyone who doesn’t mind ridiculous fights, stupidly powerful characters, and a hero whose main weapon is a fishing pole with an apparently unbreakable line.
While the show is rather complex, introducing some really fun concepts like the Hunter organization, a plethora of unique animals who inhabit an incredible dangerous world, magical beasts of all kinds who live in the same step-removed world as the incredible strong people, and some rather complicated and open-ended powers called “Nen,” it gets really bogged down in the details. When Nen is introduced, they just go over it countless times. While initially peppered my roommate with questions about how Nen works and what it means, the Anime answered all of those questions and more. Multiple times. In one episode. There’s literally a point where we watch a fight, get one guy’s ability explained to us in exhaustive detail by his foe as a means of psychological warfare, see the end of the fight, get the other guy’s powers explained in excruciating detail as a flashback aside by a mysterious healer who came to fix him up, and then go over them again as the hero and his friend learn about Nen from the kind man who has taken them under his wing. I was so bored and the flashback felt like it took an entire episode. If this was the first time this had happened, where the show went over ground it had just covered, I’d forgive it, but this is becoming a theme.
In the same vein, the amount of narration is getting tiring. While there is a narratorial voice who sets up and concludes each episode, the show itself does a ton of narration through the characters. In writing, there’s this phrase, “show, don’t tell,” that’s supposed to help people keep in mind that they should show the characters acting rather than just narrate through a scene. This anime does both. It shows and then it tells like it didn’t show you just a minute ago. This is heavily tied to the exposition I mentioned since the worst of it, the flashback exposition, is handled by a character narrating whatever happened. There are much more natural ways to show what happened. Heck, if they’d just gone over the fight as the two young heroes learned from their teacher and explained it all that way, it still would have made sense and then it would have been explained in a place it made sense to talk about what happened. I’ll admit that I just watched this happen a couple of hours before writing this review, so I’m still a little frustrated and steamed with the show.
I’m still going to watch more of it, though. I’m willing to sit through some odious exposition and unnecessary narration in order to find out what happens next. While the characters motivations are fairly basic–finding a father, getting revenge for the death of your family, financing your education so you can become a doctor, and trying to find meaning outside of what you’ve always been told you’re meant to be–the show explores them in a rather novel way. Gon wants to find his father, but he’s not in a hurry and he is very much committed to living his own life even if that means setting aside his quest to find his father for a while. Leorio, the teenager who looks like an adult, is willing to risk his life and harm people in order to become a doctor who can afford to freely give out the medicine that would have saved his childhood friend’s life. The child assassin, Killua, will kill whoever he needs to in order to explore life as a normal kid with friends. Kurapika, the last surviving member of his clan, will sacrifice his own life if it means getting a shot at a member of the band of thieves called the “Phantom Troupe.” Of them all, Kurapika’s story is the most cliché and ordinary, but he’s an angry child trying to take out a group of the strongest people in the world and the show has already proven that it’s not afraid to let the stars get the crap kicked out of them so I have high hopes he’s not just going to “fighting spirit” his way to victory. Not that there’s anything wrong with it, but I’m a little bored of the trope. Just a personal preference thing, but it feels like it’s often used to let a character set up to be weaker than someone else win a fight they shouldn’t be able to.
I’d recommend watching the show for the characters, the interesting world, and the plot, but make sure to keep the remote handy so you can skip forward a bit once the boring exposition and narration shows up. Also maybe don’t watch every episode because I’ve heard the narration gets terrible toward the end. I don’t know for sure yet, since I’ve only watched thirty-four episodes. If the show changes a bunch before I stop watching, I might do a second review. There’s certainly been enough show in the episodes I’ve seen so far to justify doing a second one once I’ve watched more. I barely touched on the Hunter organization, the crazy exam people need to take in order to become Hunters, and the insane people who run it in a surprisingly formal and normal–if deadly–way. Let me know if that sounds interesting to you. I always need more stuff to review.
Tabletop Highlight: The Narrative Imperative
I like to tell stories with my D&D games. Doing so can be tricky at the best of times because you’re merely the person setting the stage when you run a game, unless you’re willing to deny your players a significant amount of autonomy. If you let them have their freedom, the players are the ones who plot the story and direct it. You are all the actors, the camera man, the producer, the SFX artist, the prop master, and the scenic designer. And more! The hats you might be required to wear when dealing with a particularly willful group of playing is beyond my ability to describe, remember, or predict. There are simply too many things a good GM does when running a game to keep track of it all.
The thing is, though, you can have a lot more control over the story than most people think if you’re good at setting plot hooks. Plot hooks are for snagging players, not landing a story in their lap. You are hooking their attention and directing their actions toward a particular end that you’ve likely spent a fair amount of time devising. Most people stop that as soon as the quest has been given and the players have declared their choice. If they bought in, why spend more time on it? If they didn’t buy in, maybe you can recycle it later or find another way to pitch it once they’ve done something else. But hooks can be used quite frequently to help lead your players where you want them to go or to keep them focused on what you want them to be doing.
In my story-centric campaigns, frequent use of hooks can make the players feel like they’re at the center of the universe. Too much of that feeling can be bad because they don’t feel like there’s any risk, but enough can make them feel like the heroes their characters are. Carefully managing the frequency and type of the hooks allows me to keep my manipulation under the radar when I want it to be. It also lets me do things a bit more obviously if I know there’s something my players want that is in line with my goals. I can make them buy in a little more heavily for a portion of the overall story and they get to influence the events of the story in a way that makes their characters feel important.
My favorite way to do this is to give them an entertaining cast of characters that is invested in a particular outcome. If they care about these characters, then they’ll listen when they talk and be more willing to pick a path that helps them out. For instance, if you wind up protecting the bad-ass woman punching a hole in a stone wall because the god who saved your life told you to go do something that led you here and then it turns out that you discover the ancient, hidden tomb of a forgotten mummy lord while guarding her during a trip across a desert wasteland, the players might be pretty inclined to involve her in the tomb exploration (at least verbally, since she’s a busy woman) which means it becomes super easy to lead them in the direction of the other tombs the badass woman’s associates find since it turns out that their discovery actually explains why the blight the badass woman is investigating is happening in the first place. Now they’re all invested in doing what was essentially the NPCs job and they feel like they cracked the case wide open because they made one lucky skill check. Throw in a few hints as they go along at how this ties into the larger story and now all they want to do is figure out what is going on and fix what their main villain broke.
This isn’t to say, of course, that I don’t give my players the opportunity to go off and do whatever they like. If they want to ignore what is going on in front of them and do something else, they’re perfectly capable of doing so. I might not always drop some neat adventure into their lap (and definitely won’t if I sense that they’re being petulant or trying to derail the game on purpose), but I let them do as they wish. I just always make sure they know that time is passing and what they’re leaving behind might not be here when they get back. The passage of time and windows of opportunity aren’t exactly manipulation, but they do help keep players focused on their core quests.
The other main way I continuously hook my players is by giving them hints of what is to come and how powerful they could be if they follow down their current path (the one I want them to). Hints at alliances, potential gear, the experiences, and the in-world fame or glory for accomplishing mighty feats. The path laid out is not the only for growth and ever greater power, it’s just the easy way. Haring off in your own direction and doing whatever the heck you want can lead to growth and power, but it can also lead to dead-ends and unfortunate circumstances. I’ll never direct my players down a plot line they can’t handle, but the world is full of many dangerous things and they might run afoul something horrible if they stray too far from the places they know. If the party does something dumb, I will totally let them die. If they almost die or barely make it out of something awful because they did something incredibly dumb, they generally learn that there’s danger out there and wandering around willy-nilly means they might encounter it.
Thankfully, all of my players are very invested in the current story and they all want to find out what happens next, so it doesn’t take a lot of work to keep them invested or focused. For the most part. The “focused” bit can be tricky at times.
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.