Octopath Traveler Was Pretty Alright, I Guess

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

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

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

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

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

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

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

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

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

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.

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.

 

 

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.

 

Moments That Take Your Breath Away

I write about Breath of the Wild a lot. I play it much more than I write about it. I think about it much more than I play it. It would not be entirely out of line to suggest that this game is constantly on my mind. There’s a constant mixture of the desire to play the game more and my memories of past times I’ve played it, churning around in my head. Unfortunately, I don’t get to play it as much as I would like. Writing and general adult stuff, like working out and picking up extra hours to get some financial breathing space, make it difficult to get more than an hour or two in each week. Occasionally, I get the opportunity to binge it for a while, but that just reminds me of the first time I played it.

I missed my chance to pre-order a switch since I was just starting a new job and was too stressed to follow gaming news closely enough to sign up before they all sold out. Same for the special editions of Breath of the Wild. Instead, I spent all of March second camped outside the front doors of a Best Buy only to watch a bunch of shitty pre-order people show up in the last half hour and be allowed to get their pick of the peripherals because any of the people who had been waiting for twelve hours or more even got to step a foot inside. I’m still bitter about that. I got the last Pro controller, so I didn’t miss out on any of the peripherals I wanted, but I was the second person in line. The other hundred people behind me were shit outta luck.

I got home, played for an hour, and then finally went to bed at around three because I was falling asleep despite my excitement. Over the next three days (of course I took that Friday off of work!), I got maybe fifteen hours of sleep and put in over fifty hours of game time. By the end of the third weekend after getting the game, I had it beaten (except for Korok Seeds) and was sitting in the 125-150 hour range. It was amazing. I don’t think I’d ever focused on something so completely in my life. I’m not one to binge games that much, though I do enjoy a good weekend of playing only one game, so it felt strange to realize just how much I’d been playing every day. It still feels strange and other-worldly to think about. I miss it.

When I started playing, the world was new. Every corner held something new to experience or explore. I was constantly figuring out new things like shield surfing, mounting Lynels for a few quick hits, and the fun things you can do with balloons. I felt excited every day to go home and play. Wandering around a world that felt dangerous, new, and so incredibly sad was probably the happiest I felt during 2017.

The game came at a bit of a crossroads for me. I hadn’t been able to get myself and my now-roommates together in time to move out before our lease needed to be renewed, so I was stuck living with someone who was stressing me out for another six months. I’d started a new job that was so much better than my old job, but I was struggling with impostor syndrome. Home life had been stressful because stuff just kept going wrong around the apartment. My depression was at its worst because of the cloudy weather that we had for long periods and winter in general. My roommate was becoming more and more stressful, and the release of the Switch marked his decent from stressful but tolerable to intolerable and misery-inducing. I’m not exaggerating when I say that Breath of the Wild was not only the best thing that had happened to me in almost a year but that it was the last simply good thing to come into my life for another six months after that.

Even though my life has greatly improved since this time last year, I still wish I could recapture the wonder and excitement I felt at stepping into a new world. No other video game I’ve ever played made me as excited as Breath of the Wild did. No other video game has ever felt tantalizingly real as Breath of the Wild did. It made me feel like I do when I read some of my favorite books, but I can’t seem to recapture that feeling as closely as I can when I reread those books. I can still get lost in it, and I haven’t yet gotten bored with running around the world to find something new I’ve never seen before, but that’s different feeling.

I’ll cherish the time I spent with the game when it was new and all I can really do is hope that I can find that again in some other video game. Maybe the next Legend of Zelda. Current information suggests it will also be open world, so maybe I’ll be able to experience that wonder and joy all over again. Until then, I’ll content myself with my books and the few hours of Legend of Zelda I can work in every week.

Switching Skyrim Up

I mentioned last month that I was super excited that I was finally able to play Skyrim on the Switch and now I’ve finally done it. Skyrim was my first post-Christmas gift to myself and after letting it download over night, I finally started playing it a couple of days ago. While it was a little jarring to play at first, I eventually got used to playing it without the smoother control available on a computer. Tilt-controls for aiming my bow–I’m a sneaky sniper because I like to challenge myself to “unicorn” all my enemies by shooting them in the forehead–are super helpful, so I don’t really feel the “two sticks and several buttons” issue until I get stuck in melee combat. At which point I’m usually dead anyway, so it isn’t that much of a problem.

The thing I probably miss the most are my PC mods. Most of the mods I used where graphical changes or texture packs to make the world feel more real. I used to love wandering around Skyrim simply to take it all in. Killing things and going on quests were just added benefits to help pay for my tour of the world. The stars, the sunsets, the way the grass waved in the wind… All things I miss in this new game. I also miss the added carrying capacity and capes, but those aren’t as big a deal.

While I originally wanted the game so I’d have a pick-up-and-play console version of Skyrim, I have to say getting it on the Switch was definitely the right decision because portability is easily the best part of the game experience so far. If I’m going to my girlfriend’s place, I can bring my Switch along and start playing Skyrim while she’s playing Pokemon (literally did that a couple of days ago). If I want to go hang out in a coffee shop but don’t feel like writing or get bored with my book, I can play Skyrim (planning to do that sometime this weekend). If I’ve got a 15 minute break at work and want to maintain my “total nerd” status with my coworkers, I’ll bust out my Switch and Skyrim it up.

To be fair, I can play Breath of the Wild during all of those moments as well, but I feel like Skyrim has actually used the controller layout the best out of all the other games I’ve played on the Switch. The main reason I prefer my Pro Controller and TV for Breath of the Wild is that I’m often sprinting and jumping and changing camera direction all at the same time. This is an awkward button/stick combo on the Pro Controller and an impossible one on the Joy-Con (whether attached to the Switch or detached) for someone with hands my size. I tried doing it on the Joy-Con once and it was painful enough that I’ve never done it again and have zero intention of ever doing it again. Maybe if they ever make slightly larger Joy-Con for the large-handed individuals of the world, I’d consider it. Until then, I’m going to stick to Skyrim for mobile gaming.

While the download for the game was way smaller than I anticipated (17 GB only???), the entire game seems to be there. I’m sure there’s stuff missing that I could find if I went looking for it, and I know game sizes tend to get a little bloated when it comes to PC downloads, but it still seems like a huge shrink in size for such a huge game. Which makes the 13.4 GB size of Breath of the Wild even more incredible. I should do some research into what makes games as big as they often are. I mean, Doom on the PC is about 55 GB and its only 13.4 on Switch. That’s insane. I’m either missing 40 GB of game or there was 40 GB of fluff on the PC version. Even taking out the supposedly 9 GB of multiplayer (from what I’ve gathered online), that’s still 30 GB difference. Cleaning up the code can’t account for that much difference and setting restrictions for consoles seems like it wouldn’t be enough to account for whatever was left.

That’ll be next week’s post. I’ll do some research and report back. In the mean time, enjoy playing Skyrim and I’ll try to get some screenshots of me “Unicorning” my enemies once I’m a high-enough level to snipe stuff.

Legend of Zelda: Breath of the Sweet Scent of Rain on a Damp Morning

In a game that keeps on giving some nine months after I started playing it, one of my favorite random occurrences is the occasional rain storm. As I play through Hero Mode (enemies are stronger and regenerate health, plus there are more of them), I’ve changed my settings to get rid of as much of the Heads Up Display as possible, using the “Pro” layout. Gone is my clock, my sonograph, my thermometer, and every other indicator that I’m playing a video game aside from my health bar and occasionally my stamina wheel. If I could hide those, I’d do that as well. Not to make the game harder, but to bring me closer to the game. That way, when it begins to rain, my only indication is the growing cloud cover or the first tell-tale drops as I ride through an area occupied by a storm.

I feel a certain amount of anxiety at times, not knowing what the weather will be before I decide to climb a mountain (you will slide down the cliff you’re climbing if you move at all during rain storms), but it quickly fades once I actually get absorbed into the game. I climb and either hurry if it gets cloudy or resign myself to being rained off the cliff. I also don’t know if it is a rainstorm or a thunderstorm until the first lightning strike, so that means I have to avoid using any metal weapons or armor. If I can climb or fight most enemies, there’s not a whole lot left to do if I don’t want to teleport away and do something else until the rain ends.

I’m quite patient. I’d rather set the controller down for a few minutes while the rain storms itself out than warp away and lose track of what I was doing as I get distracted by some new quest. When I first started doing this, I’d grab my phone and browse Twitter or Imgur for the storm’s duration. As time went on, I paid more attention to the storms in the game. There are things that only show up in the rain, certain bugs and flowers, and AI characters, both enemies and NPCs, behave differently when it is raining. There are parts of the map that flood when it rains. Rain and thunderstorms aren’t just a detriment to your ability to climb or a barrier to work around when you’re fighting, they’re actual players in the world that cause everything in it to respond. There is so much to do during a storm that I’ve stopped setting my controller aside and spend the four or more in-game hours exploring my local environment to see what changes.

The more I played, the more I noticed that I felt similarly during a game rain storm compared to how I feel when I sit in a real rain storm. Now, I split my rain storms between exploring and finding a nice sheltered place, out of the rain, to have Link stand while I look out at the rain-soaked world around him. My inner pluviophile has taken control and now I love nothing more than a surprise rain storm so I can watch the water drip off of link’s clothes and the weapons he’s holding in his hands. I love to watch the world go soft and grey as it rains during the day and then dim as the sun sets and night begins.

There are particular places in the game that are always raining. I like to go to them sometimes, usually when I need to relax, so I can have Link light a fire and stand next to it under whatever shelter I could find while it rains. The world falls silent except for the sound of rain on the ground, the moan of the wind as it whips the rain around, and the crackle of the fire. When I close my eyes and listen, I can almost smell the sweet scent of dirt churned into mud by rain and the fresh tinge to the air wafting in my window.

Eventually I open my eyes, pick up my controller, and go back to playing. I chase Koroks to expand my inventory, find new shrines, collect everything I can so I’ll be able to upgrade my armor, and find new ways to tackle multiple enemies at once when freezing them is no longer an option (the gold ones can’t be frozen, I guess? That’s super annoying). It may be a few days between play sessions or it may just be a couple hours, but I know I’ll eventually go looking for the rain again, just so I can spend a little more time bathing in the silence and peace the rain brings.

 

Announcement!

Turns out, Naked and Afraid: Breath of the Wild edition starts tonight! Come join my friend Volk (nickname) and I for some wacky fun starting at 8pm with a few breaks for snacks and dinner. We’ll be playing for most of the weekend, so come feel free to join us at your leisure.