Saturday, February 8, 2014

On Video Game Difficulties















I don't consider myself a "hardcore" gamer -- I'm not the type of person who has to play every game on the hardest difficulty or hunt down every single achievement or trophy to get satisfaction from the games I play. When it comes to playing video games, it's not about proving how good I am to the rest of the world; it's just about having fun. For the longest time my philosophy was that whenever a game presented me with difficulty options, I would play the default, normal difficulty unless I knew in advance that the normal setting would be far too easy and therefore unsatisfying. And yet lately I've noticed myself consistently playing games on the "hard" setting, because it seems like in most mainstream games these days, "normal" has actually come to mean "easy."

It's no secret that games have been getting easier over time. Classic NES games were so difficult they even inspired their own trope. The idea at the time was to make less total content last longer and to cause arcade players to spend more money on the machines buying continues after reaching a game over. Those games were so hard that only the most dedicated players mastered the skills and know-how to reach the end. Nowadays, with advents like regenerating health and frequent checkpoints, the idea seems less about challenging the player and instead about ensuring that evern the lowest common denominator will be able to reach the end of the game.

I find myself playing on "hard" more often lately because I want to feel some sense of challenge, and most "normal" modes don't provide much real sense of accomplishment. I like that feeling of satisfaction that comes from developing my own mastery of the game, the realization that it was my own skill, wit, and determination that got me through to the end. That's what makes the experience unique and personal, because otherwise I'm having the exact same gameplay experience as everyone else, and I don't always get that feeling from playing games on the default, "normal" difficulty.

Monday, February 3, 2014

Kingdoms of Amalur: Why Must You Suck?













Open-world RPGs have been dominated the past decade by the likes of Bethesda, a developer whose games I regard with utter contempt. When smaller studios try to compete with Bethesda, their ambition usually outstretches their own abilities or resources, and they wind up with a janky mess of a game that falls way short of its potential (I'm looking at you, Gothic 3). With Kingdoms of Amalur: Reckoning, I hoped that it might be the game that would finally offer some contention for Bethesda's stranglehold of the genre.

In an industry that relies so heavily on sequels and established franchises, it's always nice to see a fresh new product from a fresh new company, so I really wanted KoA:R to succeed just for that reason alone. On paper, KoA:R has all the requisite parts to be a good game and shares many similarities to some of my all-time favorite games, but what made it seem all the more promising was the blend of headlining talent working on the game combined with its enormous budget. It was to be a big game from big names, and there was an awful lot of hype surrounding its pre-release anticipation. 

I really wanted to like Kingdoms of Amalur: Reckoning, but the game itself is a sad, mediocre disappoint punctuated by the developer, 38 Studios, going out of business shortly after its release and company owners (and Rhode Island taxpayers) losing tens of millions of dollars on the financial flop. My experience with the demo almost exactly two years ago made it seem like a good game that just wasn't worth the full $60 asking price, but even after numerous price drops and sales putting it in a more comfortable budget range, I feel like KoA:R just isn't worth anyone's time.

Saturday, January 25, 2014

Journey: Separate Ways (Worlds Apart) - Review















Journey is a somewhat difficult game to classify, or even to describe. At the time of its release, I remember reading a handful of reviews all struggling to put into words what makes it such a good game, with their final recommendation only offering the promise that it is, in fact, a good game and that you should absolutely play it. "It's one of those games you just have to experience for yourself." Having now played the game myself, I can't elaborate on it much more than that, other than to say it's indeed a really good game.

Journey is what I guess you would classify an "art game" -- a short two or three hour game with simplistic gameplay meant to tell a metaphoric story through its use of visuals and music. Perhaps what's most impressive about Journey is that it's an art game where interactivity is crucial to the experience; it's an art game that gives the player goals and obstacles that require problem-solving and careful platforming and navigation to surmount. And the experience of making the journey from the outskirts of the desert all the way to the summit of the mountain truly is a beautiful one.

Thursday, January 23, 2014

A Link to the Past Between Worlds - Review















A Link to the Past is one of my favorite Zelda games (second only to Majora's Mask), so it should seem only natural that I'd be excited to return to the Hyrule I spent so much time in as a kid. But when Nintendo first announced The Legend of Zelda: A Link Between Worlds, their quasi-sequel to ALTTP set in the same world and featuring the same top-down gameplay, I was a little skeptical. It seemed to me like it had the potential to be just a cheap, gimmicky, nostalgia-based cash grab that might even put the legacy of the original game to shame.

Imagine my surprise when A Link Between Worlds turned out to be one of the best Zelda games I've played in the past decade.

With the exception of Link's Awakening, I've had a difficult time getting into any of the handheld Zelda games. I've played each and every one of them, but always got bored, lost interest, and stalled out before ever completing them. I basically stopped considering them part of the main series and stopped caring. A Link Between Worlds is the first handheld Zelda game I've actually finished since Link's Awakening, which says a lot in and of itself, but even compared to the console games, it's the most fun I've had playing a Zelda game since Majora's Mask.

Monday, January 13, 2014

The Last of Us: It's Pretty Good, But ...















Whenever a critically-hyped mainstream game receives nothing but unanimous praise from professional critics and ordinary gamers alike, I tend to become somewhat skeptical. It seems like more often than not, I tend to disagree with the masses; I've been burned too many times by games that just don't live up to their hype and end up disappointing me. On occasion, however, the masses are actually right and I'm left with no choice but to agree with them. Such is the case with The Last of Us, Naughty Dog's latest foray on the PS3 -- a post-apocalyptic survival game starring two characters, Joel and Ellie, trying to make it across the country with a cure to the fungal virus afflicting mankind.

I enjoyed The Last of Us. It's a pretty good game that understands how tension and survival mechanics are supposed to work in these types of games, and its story is genuinely interesting to see through to its conclusion. More appropriately, its characters are worth seeing through to the end. Joel and Ellie's journey is a very riveting one that kept me playing for long stretches at a time, not wanting to put it down. But for as good as The Last of Us is, it's also an imperfect game -- one that really irritated me at times, and which still isn't as good as it could have been.

Sunday, January 12, 2014

Nintendo 3DS impressions















When the 3DS was first announced in 2010, I was kind of indifferent. I owned the original Nintendo DS and enjoyed it at the time, but steadily lost interest in its games and all of its size/hardware variants (DS Lite, DSi, DSi XL, etc). Mobile gaming stopped appealing to me in general, and it's been about seven years since I've given it a fair chance. It started in September when I bought a PlayStation Vita, and now after Christmas I also own a blue 3DS XL. I've been playing it for a little while, so here are my initial thoughts and impressions on it.

Friday, January 10, 2014

Super Mario 3D Land, aka "Super Easy 3D Land"















It's been a while since I've played a true Mario game in its entirety. I've dabbled briefly with New Super Mario Bros on the Wii, as well as Super Mario 3D World on the Wii U, but for whatever reason Super Mario 64 is the last Mario game I've actually played from beginning to end. And what a great game that was. Other than that, the only Mario games I've played since the days of the Nintendo 64 are the spinoffs -- Mario Kart, Mario Party, Mario Golf, and so on.

I'm a bit rusty and out of the loop in terms of the mustachioed plumber, but when I received a Nintendo 3DS XL (with zero games) for Christmas Super Mario 3D Land seemed like the natural place for me to start. After all, you'd think Nintendo's flagship series would best encapsulate their vision for the 3DS, and 3D Land is exactly what I would expect from Nintendo -- a solid platformer that ultimately feels a little uninspired and which relies a little too heavily on pure nostalgia for its selling value.