Game Analysis: Remembering

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As a rather big fan of ambient music and experimental composition I was delighted by the game Remembering, which delivered both exquisitely.  Unfortunately I feel it suffers from some key design flaws which actually run counter to its advertised goal.  On their main site the creators state,

Remembering is a game that leaves room for the player. By building a world based on sound instead of visuals we’ve created a place that relies on interpretation. It offers the chance to perceive it in a personal way.

This is not what I experienced.  Yes, the game had a great soundscape, but it also relied on visuals and was not open to exploration.

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Even More Crusader-er Kings: Crusader Kings II

There’s another big expansion coming out for Crusader Kings 2 on the 28th of May.  So on Monday I sat down to bring myself back up to speed with the game and polish up my rusty politicking skills; several hours later, I remembered why it was that I had spent 100+ hours playing the game in the first place.  CK2 is a fascinating look into the convoluted hearts of power-hungry medieval rulers, and in order to succeed you must become one yourself.  I love it.

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Monaco Steals Hearts and Minds

For those of you out there already aware of Monaco and its rave reviews, this will be very familiar.  If you haven’t yet read those reviews, they’re right.  At least, the ones that refer to Monaco as delightful and occasionally vindictive are.  It’s a wonderful heist game that — as you keep taking — just keeps on giving.  I haven’t yet finished the game, and I anticipate many more hours with it.

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Game Analysis: Great Gatsby for NES

Zeeblee

It has been a good long while since I’ve read The Great Gatsby, but I’m fairly sure that The Great Gatsby for NES does not truly reflect the novel in any way outside of its cutscenes and aesthetic.  It’s built just like any old platformer where it tells you the controls, but doesn’t tell you anything about the game world (though the controls are not displayed in-game).  It’s really short, so there isn’t all that much to actually comment on, but I found it enjoyable and worth a playthrough.  The lack of a pause button means it’s sort of an all-in adventure, but due to its short length that’s actually not that awful.

The one thing I will comment on is how I think it did a poor job of educating the player on how to fight the first boss.  Your attack (throwing a hat) operates as a sort of player-seeking boomerang.  The first boss is most easily defeated through the use of this mechanic by throwing the hat and then jumping up near the boss, but there is a problem:  the game doesn’t really present this to you as something important to practice until the boss fight.  Just about every enemy you encounter can be dealt with by just throwing the hat straight at them, which then also makes it bounce straight back to you.  The range on the default hat (there is a yellow hat power-up) is also extremely short, so there isn’t much opportunity to alter its trajectory.  On top of that the screen is actually rather thin, and since it tracks the player avatar (keeps it in the center) the short attack range of the default hat ends up being almost equal to your field of vision.  This makes it so you can’t really prepare for enemies by throwing out long shots, which also means that there isn’t much time to play with hat trajectory.  The issues of range/sight combined with how just throwing straight is all you need means the player likely won’t discover and develop the technique(s) required to manipulate the hat projectile in the first boss fight until that very boss fight.  Developing the skill required to defeat the boss is also rather unsatisfying as it never comes up again and the rest of the game can pretty much be played as before (throwing straight shots).

But I’m willing to look past this flaw because of just how classy the game is.  Or maybe it’s because I drank a martini every time I grabbed up a martini power-up…

Zeeblee

Design Elements in Horror: SCP Containment Breach

gentleman-gustaf-figure

I’ve never particularly been a fan of horror games; they don’t weird me out, they don’t make me feel gross, and they don’t frighten me. Amnesia, Slenderman, FEAR, they’ve all struck me as sort of disappointing. They have occasional moments of “OH SHIT SOMETHING JUST HAPPENED!” followed by a lot of feeling in control. But I played one game recently which left me with a unique sense of both horror and dread I’ve never felt playing a game before. That game was SCP Containment Breach.

Warning: this whole post contains minor spoilers of the first 15 minutes (and the basic concept) of the game.

Here are some videos of me playing SCP: Containment Breach

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