Thursday, July 26, 2012

Diaries From Day Z: Day Two


I was joined by a friend in my second day of Day Z. My friend, JSL, had spawned on the coast like all new players do. Without an in-game map by which to navigate, we had to describe notable landmarks to each other as I attempted to back-track towards the coast. "I can see a lighthouse from here." ~ "I vaguely recall seeing a lighthouse at one point. Do you see any piers?" ~ "No, but I see railroad tracks." ~ "Maybe we should follow the railroad tracks to each other, because I also see railroad tracks." ~ "But are we looking at the same rail line?" ~ "And if we are, how do we make sure we're going in the right directions?" ~ "Where's the sun? Can we guide by it?" ~ "Can't tell. It's cloudy."

In the midst of all of this, JSL managed to get himself killed, and thus respawned at a completely new location. With nothing else to do, I decided to loot some nearby houses, figuring if I died, I'd at least respawn somewhere on the coast and we could find each other more easily. At this point, I was already over half-dead from various zombie encounters, and didn't have any valuable loot to worry about losing. But when I found a hatchet in a farm house and figured out how to equip it as a weapon, I found a whole new thirst for life.

Tuesday, July 24, 2012

Diaries from Day Z: Day One


My first day in Day Z was painful and unforgiving. Venturing into Chernarus, the post-Soviet countryside where the dead walk freely and bandits prey on every feeble survivor, is a task best done after consulting every handbook and survival guide available. With a rash desire to seek my thrills and treasure in the desolate zombie wasteland, having heard tales of glory from many survivors, I dove headfirst into the conflict and quickly found myself overwhelmed by the harsh brutality of this world. I realized only too late that I was unprepared for this endeavor, and met my gruesome fate huddled in the corner of a small farmhouse as the dead came for my cold, shivering flesh.

These diaries aim to serve as a warning to any fellow survivor who might dare to brave the certain death that awaits them in Chernarus. Let you who reads this text know what to expect from the phenomenon known as Day Z, based on my own experiences within this world.

Monday, July 23, 2012

Condemned 2: Not as Good as Criminal Origins


The original Condemned: Criminal Origins from 2005 was a surprising success at the time, offering a splendid survival-horror atmosphere with a brutally visceral melee combat system. Creepy and immersing, with lots of good scripted scares, it quickly found its way into my list of favorite horror games. Its 2008 sequel, Condemned 2: Bloodshot, was one of my most highly anticipated games. I waited years for some kind of press release saying Monolith would port it to the PC like they did the first game, but that news never came. It wasn't until 2012 that I finally got a chance to play it, and I found myself rather disappointed with the game.

As it turns out, Bloodshot is the type of sequel that tries a little too hard to be bigger, better, and bolder than its predecessor, and ends up losing most of its unique charm in the process. With a greater emphasis on combat, a bizarre supernatural premise for everything, the wider availability of guns, and a nearly constant presence of other NPCs, Condemned 2 effectively undermines the very qualities that made Criminal Origins such a suspenseful survival-horror experience. Despite some crucial improvements with the crime scene investigations and a more robust melee combat system, the overall experience proved far less enjoyable than the original.

Tuesday, July 17, 2012

One Year of The Nocturnal Rambler


On July 12th of 2011, I published my first article on this blag -- my rambling thoughts on the good and bad elements of the first Mass Effect. Since then I've continued to write reviews of whatever games I was playing at the time while offering occasional commentary on the industry in general. In the past year I've published 152 articles and still have 22 drafts kicking around that may one day develop into full articles. Over 60,000 total page views and 109 published comments. And still no six-figure endorsement money. Perhaps it's time I start posting obnoxious PayPal donation links everywhere.

I've been pleasantly surprised by the amount of praise and acknowledgment that regular and incidental readers have had to offer; it's rather validating to know that you all appreciate the thought I put into these things. Even though this is basically just a frivolous hobby, I feel like I've done a fair bit of good for gaming by criticizing everything that's wrong with Skyrim and Twilight Princess, and for giving the spotlight to some lesser-known gems. I've had a lot of fun reviewing TV episodes that use video games as their central plot device, and it was fun putting my psychology background to use interpreting a news piece on video game violence.

As year two of The Nocturnal Rambler rolls on, I hope to continue growing with my writing while keeping pace with reviews and opinionated editorials. I'd like to remodel the aesthetic design of the blog some day, and find inspiration for some new periodical series to run (anybody have any ideas or suggestions?). Free and effective publicity would be nice, too, but that seems like a lot of work. Either way, thank you to everyone who visits this humble site, and a special thanks for all of the kind words so far. Hard to believe an entire year can go by so quickly. 

Saturday, July 14, 2012

There Is Such a Thing as Too Much Content


A common complaint with video games is that they're sometimes too short, or just generally lacking in content; I don't think I've ever heard a professional reviewer claim a game had too much content. With video games, it seems almost universal that the bigger it is, and the more stuff there is to do, the better the game turns out. Well, I'm beginning to think that there is such a thing as too much content. The acceptable length of a movie, for example, is anywhere from 90 minutes to three hours -- much longer than that and the film can become a burden to continue watching. Likewise, I feel that certain games can outstay their welcome by being too long or simply having too much content to experience.

There are obviously major differences in the way we consume video games and movies, however. Like novels, video games are meant to be experienced over multiple sessions, so when you get tired of playing the game, you can just stop and come back to it later, and you can often pick and choose what content to experience in a video game -- something you can't really do with a movie or novel. These two elements are what make the acceptable length of video games range anywhere from five hours to 100 hours. Generally speaking, longer games are more "epic" and "grandiose," but some games are at their best when they're short and sweet. Because some games are too long for their own good.

Wednesday, July 11, 2012

Killing Floor Summer Sideshow 2012


On July 5th, Tripwire Interactive kicked off the second annual Summer Sideshow event for Killing Floor, their popular zombie co-op shooter. This update features a new map, new weapons (sort of), new achievements, and a return of the unique "circus sideshow freak" skins for each type of specimen. As cool as it is for TWI to put on these themed events and to continue releasing free updates for a three-year old game, this one just doesn't seem as cool as previous ones have been, and certain gameplay changes have imbalanced the game significantly. Continue reading for my opinionated review of the 2012 Summer Sideshow Event.

Wednesday, June 27, 2012

A Vague and Confusing Process


I'm not really sure what to make of Process, a free indie game by TrainYard in which you're given 20 minutes to stop a train from an accident that will send it flying off the rails at high speed. It's basically a point and click adventure game rendered in a fully 3D, first-person perspective; you explore a few train cars solving puzzles and trying to find a way to escape from the train's inevitable fate. Process boasts some good atmosphere and an interesting premise, but the execution of its gameplay made it difficult for me to appreciate the game as a whole.

The thing that bothered me most is that everything is so intentionally vague. There's something to be said for games that leave themselves open to interpretation, but you really need to have some kind of concrete foundation upon which to base your conclusions, which Process makes no effort to establish. There are some really bizarre "cutscenes" that remain completely unexplained, and the ending offers no hints as to where you are or what's really going on. The ultimate effect was for me to sit back with no idea what I'd just played and no idea what to make of it.

The game's vague intentions even permeate the gameplay, with many of your actions not producing a clear effect on the environment, and with some of the puzzles not following a clear logical direction. There's one control panel, in particular, that's meant to fix an "unknown error" message that pops up when you try to engage the emergency brakes, but there's no indication anywhere that it has any connection to the brakes, it's not readily apparent how you're even supposed to interact with it, and it's not even clear what you ultimately have to do with it. You just kind of bumble around doing random things, not really understanding what it is you're actually doing.

I don't understand what Process was really all about. The game's development blog claims that "it's a game about predetermination of events and the subjectiveness of perception of the surrounding world," which sounds like kind of a pretentious way of saying they wanted to have weird, vague, unexplained things happen in order for different players to experience and interpret them differently. That's an interesting idea, but I'm willing to bet most people had very similar, confused reactions to the game as I did. If you're interested in trying it out, you can download it here