Showing posts with label nightmare mode. Show all posts
Showing posts with label nightmare mode. Show all posts

Monday, December 10, 2012

To speak for the "..."


This piece is my attempt to speak for the unspoken - the silent protagonist. The archetype has been in a rough patch for a while, with countless more to come, no doubt, but there's value in the character. Playing the archetype "straight" in today's climate would likely cause more people to roll their eyes but there is space for subversion.

Dragon Quest V is that sort of wilful experimentation that only comes from years of exploring the same subject matter. The Silent Protagonist is always the hero? Then let's tear them down and force them to watch a chatty NPC replace "their" duties instead. Dragon Quest IV showed shades of this deconstruction with its focus on telling the stories of your comrades before yours, but Chunsoft and Yuji Horii really laid the despair on thick in Dragon Quest V. It's a fantastic game that everyone should play if only to realise that Dragon Quest has been, and always will be, more than "the same old thing".

Friday, November 2, 2012

The cold science of Pokémon



Wow, haven't used this for a while....

Nightmare Mode is back everybody and I was the ickle firsty for the relaunch with this piece on the scientific side of Pokémon Red and Blue.

I still have so much to say about Pokémon, in particular the first generation. This piece was really a jumbled up version of my ongoing Pokémon Red Let's Play with some extra snippets which I'll further elaborate on when I get to them in my everlasting saga of updates.

Pokémon is more important than a series of minor updates. If you dig deep into the designs of these creatures, you'll find all sorts of surprises. I'm sure the story behind Cubone's helmet has been well and truly spoiled for you, but there's really obscure ones like the traditional Japanese story Of a Mirror and a Bell reflected in the design of Bronzor and Bronzong respectively, and the cross-cultural mythology of the giant turtle who holds the world on top of its back. It's wonderful stuff.

In other news, work on my zine (two of them now!) is trudging along. It turns out that one piece is proving far more difficult, and lengthy, to write than expected. I... really have no excuse for how long this is all taking. I am excited to show it all when it's done, though.

As always, the art is done by the lovely Jake Lawrence.

Sunday, August 19, 2012

Let games be as challenging as they need to be


In which Alois defends the value of easy games. Also Boku No Natsuyasumi.
I hate listening to/complaining about difficulty in games. It feels like such a non-issue. A triviality. The people that really get to me though are the ones that argue modern games aren’t any good because they’re easier to complete. What sort of metric is that? I welcome the idea that by making games easier, we’re letting more people experience the medium and even allowing people to finish titles, too.
Because name another medium where some people don’t even see the complete work? Yes, book and movies can be placed aside whenever someone wants to but they require no effort on the viewer to see/read the whole thing. They’re open to be discussed by anyone.
And games need that level of approachability. We don’t have enough people talking about games.

Monday, July 30, 2012

Beating up God in Valkyrie Profile: Lenneth


My latest is up at Nightmare Mode :D

So, apparently this game isn’t as well-loved as I thought it was? That’s kind of understandable, actually.
Valkyrie Profile asks a lot of the player. There’s a strict time limit, a complex battle system, and tri-Ace have the gall to trick you into playing the game a very specific way when you actually have a lot of freedom. Valkyrie Profile is a little too clever for its own good. No wonder it didn’t stick with a lot of people.
You need to get in the right frame of mine to play it. Valkyrie Profile is melancholic. You’re not met with congratulations for mastering these systems. You spend the entire game recruiting dead people and watching their last moments on Earth.
And, similar to Majora’s Mask, the narrative is remarkably understated. You don’t recognise just how oppressive the game is until you’ve let it rest a little bit after your first play.
It’s not a happy game, there’s little room for humour. But there’s a sense of cohesiveness here rare in video games. A unified vision. It’s pretty short, too!
We need more short games.

(Thanks, as always, to TimeCowboy for the wonderful art)

Wednesday, June 27, 2012

Headshots Episode 1

There's a new video feature up at Nightmare Mode in which the writers get together and answer short questions about games and games culture.

This week's episode is focused on "Your Favourite Guilty Pleasure Game" and I was in it! I was in it for about 10 seconds or so, but I was in it! :p

It's a fun feature and I'm already excited to see where it goes from here.

I derped pretty hard in the video, too.

Friday, June 1, 2012

After Pressing Start: Animal Crossing


Animal Crossing never quite gets the attention it deserves. Like a lot of great games, it defies categorisation, appeals to the young and old, and players of all sorts.
But have you ever tried to explain it to somebody? More often than not you’ll be met with a curious stare and questions as to what makes it so enjoyable. Or -even worse- why you would play a game like that when you can simply go outside and do the same thing.
In building mechanics around fishing, eating, writing, catching bugs, moving future, and generally living a normal (well, let’s say “country”) life, Animal Crossing makes the mundane as exciting as blowing up a Grunt in Halo. It’s a charming simulacrum of reality that fills you with FEELINGS each time you boot the game up.
(The art accompanying this post was done by a Mr. Jake Lawrence of TimeCowboy fame. You should check out his other stuff!)