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)

Monday, July 16, 2012

The things that I write

So, I've been a little bit slack with updating this side of the internet. I have two blogs alongside my scheduled writing at Nightmare Mode and I invariably pay more attention to my Tumblr. Why do I do this? I'm not sure. I'd like to say it's because I have an established audience there but that "established audience" is honestly not the sort who would have the time/patience/effort to read the things I write.

I mean, it's Tumblr. It thrives on reblogs and funny images. I'm kind of out of my element there.
Art by Jake Lawrence. Always and forever.
Anyway, I've written two pieces recently that now rest at Nightmare Mode for the foreseeable future. The first was a little treatise on flying in video games and looked at what is my ideal form of flight. It's a little whimsical - as all my pieces often are - but I had a lot of fun with it.

The second piece is, well, I hesitate to call it controversial, but it's certainly the most confrontational piece I've written. I don't get angry or shout at anyone but I look a little deeper into what I want when I play games and respond to a piece by Richard Cobbett about guilt and choice. It's certainly a piece that has words and opinions in it!

And, finally, go pitch things to Nightmare Mode. They're lovely people and they want lovely writing. Write some lovely things, please.

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.

Saturday, June 16, 2012

The Campfire: A nightmare in Hyrule


My new post at Nightmare Mode!

Yes, video games were always scary when I was a kid. The age of polygons introduced freakish characters with pointed ends where things should be round. The Nintendo 64 made things worse by applying a fuzzy sheen to everything so things were even harder to distinguish.

Sometimes I wonder why and how I'm still interested in the medium considering how much video games scared me as a child. They were out to get me.

Tuesday, June 5, 2012

Mega Man: An Outlaw in an Asimovian World


(New post up at Nightmare Mode!)

The original Mega Man is not a fun game.

It's got some really whacky, awkward level design sandwiched between all the really brilliant parts. It's a good game littered with minor design flaws that really hamper your enjoyment. Mega Man laid the foundation but it was Mega Man 2 that would go on to be everything the original game wasn't and demonstrate what a small group of people can do when they pour their heart and soul into development.

While I was playing Mega Man: Powered Up (the remake of Mega Man on the PSP), I was struck by how different it was to the original game. Yes, some levels were redesigned and you can now play as the Robot Masters in the remake, but it was the tonal differences that really stood out to me. Both Mega Man and the Robot Masters dribbled conversation at every moment. Mega Man was clearly the Hero and the Robot Masters were undoubtedly reprogrammed.

This was never seen in the original game.

Mega Man and the Robot Masters never said a word. With no verbal communication at all in the game, motives and intentions were remarkably difficult to discern. Nothing was clearly defined or explained. It was... unsettling.

And that's really where this piece comes from. The atmosphere of the original games on the NES were defined by technical limitations to an extent but it gave the series such an uncertain and unique tone.

Check out TimeCowboy's art on his Tumblr, friends! He did the title image for this article :)

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!)

Saturday, May 26, 2012

An Eternally Dull Adventure in Chopin's Dreams


Remember when I said I was in a book?

I'm still in that book but now you can read one of the two pieces I wrote in that book on the internet! And you can read it even if you're 20,000 kilometres away! How does that even work?

Eternal Sonta is frustrating. It has such a wonderful idea that I forget how awful it is each time I put the game down so that I can play it again with the hopes of "oh, maybe it isn't as terrible as I remembered". It never changes. It's always awful.