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Dude this isn’t a swordfight, start slow

Dude this isn’t a swordfight, start slow

I’m very interested to see how this one turns out, but why does this guy wear the same outfit (OK, updated with some buttons and coattails) as Altaïr and Ezio? It was always a little weird that they wore (by default) highly contrasting white outfits, considering the whole goal of the game is to avoid detection, but the need to see your own character trumps that. Still, white seems like a pretty bad color for guerrilla warfare in the forests of colonial America, and that getup would probably turn heads in Philadelphia or Boston at any point in history.

Of course, the real answer to that is that the assassin costume is iconic to the series, and it’s pretty clever how they’ve kept it looking basically the same while tweaking it for the different time periods. It just looks a little more out of place next to all those lobsterbacks, and I don’t let game designers off the hook that easy, dammit.

I’m excited about the American Revolution setting because it’s one of very few historical settings I know enough about to be impressed if it’s recreated well. Games tend to go for “realistic” rather than “real”, by which I mean there are a ton of games set in a place that is vaguely New Yorkish but very few that try for something that is identifiably New York. I’m not talking about accuracy so much as relatability; you can have accurate architecture and AI cars and pedestrians, but if your midtown Manhattan doesn’t feel crowded, it’s going to be fake fakey fake fake. You’d be better off shooting in Toronto.

gameandgraphics:

Japanese box art for Shenmue (Sega from Dreamcast, 1999).

Always a good day when some Shenmue shows up on my feed.

gameandgraphics:

Japanese box art for Shenmue (Sega from Dreamcast, 1999).

Always a good day when some Shenmue shows up on my feed.

I hate this guy so much. (SPOILERS, I GUESS)

On unlimited defense and limited offense

I finally finished Halo last month. It was extremely OK.

There’s been some backlash against two of Halo’s main changes to the FPS formula: health that recharges if you don’t take damage for a while (technically it’s a shield and you also have health that doesn’t recover, but whatever) and a limit of two weapons carried at one time. Both of these seem like they were meant to address the problem of hoarding.

Maybe this isn’t a problem for everyone, but I know it was a problem I had in Half-Life: if I got through a fight but used more ammo or lost more health than I felt was ideal, I’d quickload and try again. Having a ton of weapons, aside from being kind of implausible, makes me feel preoccupied with making sure I don’t use too much ammo from each of them, or if I get a type of ammo I’m full up on I try to use it more and then run back for the pickup I couldn’t use before, and so forth. I’d end up feeling more like a bean counter than a badass.

The knock against recharging health, one I hear from Yahtzee a lot, is that it means every battle is punctuated with moments where you’re hiding behind a wall waiting for your wounds to magically heal. That does happen, and it’s not great, although I think it’s better than the problem of having to repeatedly load a previous save during a difficult fight, especially if you had 17% health when you last saved.

I can’t remember if I’ve heard complaining about the two-weapon limit. That too has some emergent problems: whenever I picked up a rocket launcher in Halo, I’d feel a lot of pressure to make good use of it, which was often hard. Too many times I found myself reluctantly dropping the rockets in favor of a more practical weapon, leaving so many Convenant tragically un-exploded. But the upside is that it sort of weans you off being too attached to your guns. In a big firefight it’s fun to run around, shooting everywhere in a panic like you would if you were actually there, run out of ammo, quickly grab an enemy weapon to keep shooting, that kind of thing.

All of this is undercut somewhat by the lameness of the Covenant weapons. They’re easy to find and better at taking down enemy shields, so I used them, but I don’t know how an alien culture would become so good at war if their weapons made stupid “pew pew pew” sounds. I’m glad Mass Effect gave all the guns a nice satisfying ballistic sound, even if it meant some dubious handwaving about using “thermal clips” as ammo.

assorted-goodness:

Beyond the Mountains - by Jonathan Law
(via: videogamenostalgia)

assorted-goodness:

Beyond the Mountains - by Jonathan Law

(via: videogamenostalgia)

May 8

Without the Fez on

Phil Fish

I think I first became aware of Fez in 2009 or so. Last month I went to see a screening of Indie Game: The Movie, which documented (among other things) Phil Fish’s struggle to get Fez finished. Fez finally came out a few weeks ago and I just yesterday found time to play it. Waiting for games to come out is such a strange process.

I don’t have much to say about it yet, but it’s neat, and I think I can say it took forever to make because finishing things is hard, not because it wasn’t good. The documentary also made it seem like Phil has a bit of a perfectionist streak, exacerbated by the fact that a lot of people were looking forward to the game.

The pixel-art look has obviously been done many times (although only perfected once), the pixels-in-3D conceit is even vaguely similar to 3D Dot Game Heroes, and the shifting-perspective-to-solve-problems mechanic reminds me of Crush and Echochrome, but all that just goes to show that anything original can be broken down enough to seem derivative (which I did and I guess some people didn’t like it).

Actually playing Fez feels a bit more like Super Mario Bros. 2, but realized in a modern way. SMB2 didn’t sit quite right with a lot of people, partly because it didn’t feel like a Mario game, but looking back it’s not really much of an action platform game in general. It’s something else, realized as a frequent-death platformer because, well, that’s just what we did back then. Fez is still a platformer, but it’s a platformer about exploring and experiencing a world, rather than killing and being killed by all the moving things in it. There’s possibly less replay value that way, but I think Fez is going to be a good time.

I thought this was neat.

I thought this was neat.

(Source: lecocoageek)

Superbrothers: Sword & Sworcery for Windows

Definitely something to play if you haven’t. I feel bad for not having written about the iOS version, but I’m not sure what I would say. It’s cool. It’s inspired by a bunch of different games but not really similar to any of them.