Watching The Hype Train Pass Me By (Except for Kirby Games, Apparently)

I am not a great follower of video game news. I find hype of all sorts odious when it is manufactured to create a buzz for something that does not yet exist in the hands of the audience, and that seems to be almost the entirety of video game marketing these days. As a result, I’ve grown accustomed to finding out about the release of games I’ve been anticipating in the last week or two before their release. Most of my friends even know not to include me in their hype events or discussions unless there’s something concrete for us to discuss like a release date, an actual gameplay trailer, or a demo. I’ve made my peace with living on my back foot like this, to finding out about games sometimes long after they’ve released, and I feel now that it isn’t a bad way to live.

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The Power of Infrastructure!

One of the things I enjoy most about Valheim is the simple truth that infrastructure is the key to the development of society. It might be a wild thing to say about a video game marketed as a viking-esque survival game with combat and a space program, but it’s a simple truth about any world that has location-specific resources. Infrastructure exists on some level in most survival and collection games, but it is usually fairly basic or a natural part of exploration. For instance, most infrastructure in a game like Minecraft is limited to base building, marking places you’ve explored, and creating access points to resource nodes. While a lot of this changes around in larger scale multiplayer scenarios, valheim is so far the only survival game I’ve ever played where creating infrastructure is not required but is incredibly beneficial.

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The Witcher 3: Wild Amount Of Murder

I’ve begun playing Witcher 3 and, despite knowing quite a bit about the series and the general premise of the games, I was not prepared for just how horrific most of the monsters would look. I don’t think they’re unduly horrible, since most of them seem to be made of the ordinary curses of a dark fantasy world or the rampant death that seems to infest the world of the game, but I really wasn’t expecting the horrible gaping maw of a noonwraith to appear before me so early in the game. A game I play primarily at night, I might add.

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Falling Asleep To Fallout 4

I have returned to playing Fallout 4. One of my friends reinvested himself in the franchise and, after we had a lengthy talk about it one day, I found myself wishing to return to the world. I’ve played it before, even doing a fun punching-only build with a character who looked like Superman/Clark Kent, but I’ve never beaten the game. Like Skyrim, there’s just so much to do that I never quite get around to chasing down the main quests. Or most of the major side-quests. I don’t think I even reached the point of the game where you have to pick a final faction. I have, however, always enjoyed the game and it’s low-stakes combat on a moderate or lower difficulty makes it a perfect game to doze off to.

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Trauma, Video Games, and Acessibility

I took a whole day off. A whole-ass day. I did some laundry, because I need clean clothes for after my day off, but I didn’t fold the shirts (which is what always seems like the most difficult part of doing laundry until I start folding them). I didn’t do any writing. I didn’t check my blog. I didn’t go on social media. I didn’t even spend time trying to get people to play online games with me. I just sat on my couch, caught up on The Adventure Zone, and played Ghost of Tsushima. The Iki Island expansion stuff is interesting, but it did make the game a bit more troubling for me since it takes all of the horrible, traumatic moments of this game about trauma, death, and the question of what is permissible in war, and has started playing them all out again.

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I Played Among Us And Killed More People By Stirring Up Trouble Than With The Kill Button

One of the most-fun nights I have had in the pandemic was the night my friends and I got (briefly) into Among Us. Now, I’m really bad at being the killer since I get a little too wrapped up in it and caught up in trying to be sneaky but also still kill people. But I am AMAZING at being the honorary third (or second) killer. I don’t care about winning most multiplayer games, instead deriving satisfaction from playing a game with my friends, so I just stirred as much shit as I could.

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Nothing Wrong With Being A Casual

I very much dislike that point in an online game where it goes from being a fun chaotic mess where skill doesn’t much matter to being held to a strict tiered meta with only a few ways to win and “skill” means being able to properly apply said meta. It is a small peeve that doesn’t come up much, but it can be incredibly frustrating every time it comes up. Also, that fact that it comes up frequently enough for me to consider swearing off all online games says a lot about this as well.

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Horizon 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.