What I’ve been playing #005
March 14th, 2016
I haven’t been able to play FPS games for a long time. This is due to me playing a lot of FPS’s in my late teens and early 20’s coupled with the fact I actively developed FPS games from my late teens to my late 20’s. I totally burned out on the genre. I also carry the opinion that while many FPS games have gotten more interesting from a story perspective, they have regressed from a basic gameplay (or gamefeel as some might say) standpoint. I still feel like Doom is one of the pinnacles of design in regards to just getting the right feel for movement and combat in an FPS. I also find the level design to be a lot more interesting. This is probably why I’m still able to go back and play Doom to this day.
I decided one early morning to give Shadow Warrior a try. It was just sitting there in my Steam library. Yet another game I bought on a Steam sale with the vague notion I might play it some day.
I have to say I’m pretty happy with this game. The general fighting mechanics and flow of the game feel quite nice. The game has explicit level based design, complete with kill/item/secret percentages displayed in a post-level completion screen. Very much a throwback to the old Doom shareware era FPS games. It’s still a little linear but better than most modern FPS level design.
The sword mechanics are pretty good. Good enough that I generally enjoy using the sword enough to make it one of my primary weapons. It’s continually upgradable and has a series of special moves that involve double tapping a direction then pressing the left or right mouse button to unleash some attacks such as an area of effect attack that immobilizes all enemies around you in middair. I didn’t expect to ever really enjoy a melee weapon this much in an FPS.
The environments are also very nice. They might not win any overall fidelity awards but the composition and theme of the levels is always interesting and varied which is much more important to me than boring but technically proficient environments. The levels feel as if the designers and artists put their personal touch on them. Much like some older FPS’s and FPS mods from a time where there was less scrutiny from art direction which caused environments to feel to homogenized.
The story is pretty stupid as you would expect from a game like this although it wasn’t as bad as I thought it would be. It’s been a long time since I played the original Shadow Warrior but if my memory serves correctly this version isn’t as inane as the original. The dialogue is still bad but not nearly as embarrassingly bad as the original. My memory might be misleading me though, it’s been about 20 years since I played the original game.
If there was one thing I would like to see in the game, it’s an option to have a ultra high quality cherry blossom tree model
Rocket League is pure competitive fun and the most fun I’ve ever had playing a soccer video game. Who would have thought mixing high powered cars and soccer together would work so well?
The online matchmaking portion of the game is very well designed and implemented. On both the backend and frontend.
Finding a game rarely takes me more than a minute and after completing a game I don’t have to go back to the main menu and find another game. The frontend flow assumes I’m going to play another game so all I have to do is hit the accept button to say that I want to keep playing. From that point the game uses all the other players in my game who pressed accept to keep playing to create the next game. The matchmaking backend then fills in the empty slots from people who left the game and I’m back in and playing my next game very quickly. The Rocket League developers obviously understand how important it is to minimize the waiting and downtime between actual gameplay and they did a great job at addressing these issues.
What I’ve been playing #004
September 9th, 2015
I recently got up very early in the morning so I could finally beat Bloodborne. As I suspected there is plenty of reason to go back and continue playing from New Game +. So if I can find the time then I’m certainly not done with this game yet.
I’m a really big fan of the Demon/Dark souls series so I expected to really enjoy this game and I did. The world is interesting, the art/graphics are very well done with a more consistent theme than usual. The game continues the tradition of telling a lot of the story and world lore by subtle events and environment in which the user must be observant to take it all in. I’ve always liked this way of presenting the world and lore rather than being to direct with explanatory dialogue or non-interactive cut scenes.
In the tradition of the series, gameplay rules are changed considerably from the other games. Shields are no longer a common item and changes in combat mechanics make overly defensive play the least viable strategy of all the souls games. I really like this and feel this is one of my favorite changes to the souls gameplay. Fighting feels much more exciting now. Especially PVP.
Here’s some footage of me playing a very early part of the game so you don’t have to worry about spoilers.
Here’s some footage showing why you want to make sure you don’t play in bright lighting conditions and accidentally walk into a hole.
What I’ve been playing #003
June 30th, 2015
Dont Starve – PS4
I wasn’t sure I would be interested in playing this game for a couple reasons. First I felt I might be getting a bit bored of survival games. Second, relative to the games in my backlog it just wasn’t a priority.
Despite this, one Friday night before falling asleep with my partner I put the game on for a quick try and did and survived a couple nights before dying. My partner seemed mildly interested. Or so I thought…
The next day she picked up the game and started playing around a little bit. What I initially thought might be a half hour play session on Saturday morning ended up turning into a 7 hour Don’t Starve binge session. I kept coming upstairs to check on her only to get the response “I’m almost done playing, I’ll be down soon”. I remember how good it feels to get so immersed in a game like this that I felt happy for her to have found a game experience she likes this much. I was jealous too!
When she was ready to take a break at about 7 hours I started playing with her as my passenger seat driver. I’ve managed to make it about 11 days now. I think I’m at the point where I can see what I need to do to trigger the win condition which is make a rod item that allows me to escape the island I’m stuck on. It’s only a hunch at this point though since we are not using faq’s or guides at this point in time.
I think this game will continue to get quite a bit of play time over the next couple weeks so I will return with some more thoughts in the next article.
Here’s some gameplay from a playthrough the other night with my partner.
Marvel Vs Capcom 3 – Sony Vita
I have both a Sony Vita and Nintendo 3DS which I both love but statistically my Vita gets far more play time than my 3DS. There are a few reasons for this but the biggest reason by far is Marvel Vs Capcom 3.
The MvC3 port for Vita is amazing and fits the device so well.
MvC3 has 4 main buttons which fits the Vita’s responsive, well made buttons perfectly. The team tag buttons map to the Vita’s triggers which is fine for a game like this considering they aren’t really needed in any complicated, timing-heavy combo’s or inputs.
The very well implemented suspend feature works incredibly well with this game. What I mostly do is setup a training mode with my team and CPU at medium limited health and the rest of the standard arcade mode options. When the game is setup like this, immediately after a round ends the same match starts up again. It almost completely eliminates the wait and tedium or restarting a new match after the current one is open. In fact I don’t have any break from the action at all unless I want to change my team.
The end result of this setup is wherever I go. If I have to wait 2 mins or more I can just take out my Vita, hit the power button and have a match of MvC3 ready to go. No time wasting menus, no inter-fight animations or waiting. Just pure game.
There is an argument these days that games have too much non-game stuff you have to do to play them such as wade through menus, tutorials and even publisher splash screens. The setup I have going with MvC3 on my Vita is the antithesis of this problem.
Here’s a video of some high level tournament play :
What I’ve been playing #002
April 1st, 2015
After that we decided to break out Sportsfriends which none of us had ever played. I had gotten a copy for free from PS+ and hadn’t tried it yet. We had a blast playing Sportsfriends.
Sportsfriends is a collection of 4 mini games with a focus on local multiplayer.
Now when I say I played Sportsfriends, I mean BaraBariBall which is one of the 4 games that is part of Sportsfriends. We played this 99% of the time.
BaraBariBall is so much fun. What was supposed to be a few minutes of gaming before we got back to other non-gaming social endeavors turned into a 5 hour gaming marathon. The game is very easy to learn, even when you’ve had a few drinks and really promotes a part atmosphere.
After maybe 10 years of knowing about Guilty Gears existance I’ve decided to finally take the plunge and try the series out. I ordered my copy of GG and have been having quite a lot of fun playing this game.
I’m totally prepared to admit that the tipping point for me to try this game is the insane graphical accomplishment this game has achieved. Once I saw how the game is actually 3d and read some white papers on how they accomplished the look I was sold.
So I already felt I had a good deal as a technical art study. It was a major bonus that the game is actually really really good.
If you come from a Street Fighter background you’ll notice that the game is much more forgiving, combos are much easier to execute. I believe everything is a chain rather than a link but I could be wrong about that. Regardless, I found myself not struggling on execution like I did with Street Fighter.
The characters are also generally awesome, my favorites being Faust and Ramlethal (confirm the spelling). Faust is just a crazy nutbar design with the ability to use intermensional doors.
About 18 months ago I came back from Japan and while I was there I discovered Monster Hunter on the PSP. I liked it but I also heard you need to play with friends. Since MH4 was already out in Japan and I didn’t know many monster hunter players I figured when I got back to Canada I would buy a 3ds and MH4.
This is a great game for playing local multiplayer. It also has internet multiplayer which is also good but it’s never as good as being in the same room with the people you are playing with.
I worry about losing 500+ hours to this game.
Well I beat Strider and did a few of the challenge rooms as well.
I really liked the game overall, the style is great, the control is great and the combat is great. The biggest problem is that they take way too long to introduce you to all the character mechanics. The big issue with this is that the first hour of the game feels way too shallow because you don’t have enough moves. I’ve talked to quite a few people who were turned off on this game because of this. Hell I put it down the first time because I thought it was going to be too shallow.
I feel like they could have unlocked all the items in the first 10% of the game minus the weapon improvements and maybe the kunai. Also the launch attack I found clunky and it seemed to unoptimized to ever be used. I wonder if it would be more useful if it didn’t stop Strider from moving when it executes.
Here’s what Strider looks like when he’s more powered up and has more ability options.
What I’ve been playing #001
March 22nd, 2015
Been grinding away at Dark Souls 2. I’m only just realizing that the game consists of a hub with 4 major paths through the game. In a way it’s like Demons Souls but less obvious. I think they wanted it to feel like a continuous world like Dark Souls but it eventually becomes obvious that you are in a hub world.
The bosses are easier than the previous souls games. Much easier. I’ve only run into one boss that took a handful of tries to beat and that’s the dearest spider.
So far I’m not quite as engaged as the previous games. I think it’s more of a world design issue rather than me just starting to get tired of souls games. If Bloodbourne has good world design and similar gameplay then I’ll know whether or not I’m getting tired of the Souls gameplay style.
I played Strider once when I first got my PS4 about 3-4 months ago. I played for about 5 mins on the first level and turned it off. I thought the combat was a little simplistic and the lack of Strider stopping movement when attacking made it initially feel like there was a lack of impact.
I’m glad I went back because man is this a good game. The game has a lot of ability unlocks and you need to get the first charge unlock before the game really starts coming together. Once you have a few abilities the fact Strider doesn’t stop allows for some pretty fantastic looking combat.
Once you get past the first level you enter a metroidvania style world and then game becomes really really good. I stopped playing Dark Souls 2 to play more Strider!
I’m about 15-20% through the game so far and now that the difficulty is ramped up I’m having a blast. I plan to finish the game this weekend.
Here’s a video of one of the earlier boss fights. Just to note I captured this with the ps4 video capture. It’s pretty cool but it still lacks a lot of key features. I’ll address that in a separate article.
I played Rogue Legacy about a year back and got briefly addicted to it before work and school started taking up all my gaming time.
I’ve now come back to it because it came out on Playstation Plus for Vita and PS4. In my opinion the Vita is the best platform for the game. The style of game lends itself perfectly for quick plays when commuting, when in bed at night or when you’re pooping.
I’ve now beaten the game once and started the new game+ type mode. My suspicion is that this game has multiple post-completion modes that make the game harder and harder.
This video shows a run that has a lot of the different gameplay elements that appear int the game. Castlevania-esque fighting and exploring, challenge rooms, bosses and leveling up your character.
I’ve been periodically playing Hearthstone. This is also the first F2P game I’ve spent money on. To the tune of about 150$. The game is fun but possibly a tad shallow. It certainly has me coming back all the time though.
I find personally I have a lot of trouble building decks. With a 30 card deck size you really have to focus on one set of synergy for cards. I tend to try to do too much with my decks which causes me to never get the combination of cards I want.
I’ve also noticed that high cost cards are really risky. Especially with cards like polymorph that can just completely shut down a card before you can use. Alexstraza gets around this with a battlecry ability that when used at an opportune time is worth it even without the 8/8 create you get. Her ability is to set a players health to 15. You can use this to cause massive damage to your opponent or heal yourself in a bind.
I’m trying to play this less these days because it can be a massive time suck when you keep wanting to play just one more game.
Here’s a screenshot of one of the more interesting game states I managed to achieve.
Here’s one with 5 Kel Thuzads which IIRC was achieved by Echo of Mediva and Faceless Manipulator
Here’s one with 2 of that new guy that spawns a Leper Gnome after an enemy dies. Via Faceless Manipulator. That was fun.
I got Injustice for free on Playstation Plus for ps4. Since there aren’t many games for ps4 I’m interested in I’ve been messing around with this game here and there.
When I first heard about this game I was turned off because of the environments having set pieces you can use in game. This felt like it would hurt the balance too much. Whether or not that’s true it’s not as bad as I thought it would be.
The game is solid fun and has a bit of an MK9 feel but without the block button. So that’s already a good bonus.
I don’t know many characters in the DC universe and the roster looked a bit bland to me. I don’t think this is because of the characters themselves but the brown, dark toned look of the game causing a lot of characters to resemble each other in tone. Compared the highly saturated and colorful Marvel Vs Capcom it’s quite a profound difference.
Oh man this game. I first heard about it because a friend of my co-workers authored it. Later I heard about it on the Giantbombcast. Finally I broke down and spent the 2$ and got a copy for Android.
This is one of those games that made me step back and think about how I design games. I think I go too wide too fast when developing a game. For example if i were working on a platformer I might get a player with some basic movement then move on to working on a set of levels and then some enemies. The problem is that because I didn’t focus enough on making the movement and feel of the game good at the stage when I made the player, the rest of the game suffered.
Desert Golfing on the other hand is one small gameplay idea distilled and refined to perfection.
The game is insanely simple but there’s something about it. The fact the levels are generated from a fixed seed meaning everyone has the same near-infinite set of levels is pretty cool. It’s like everyone is playing through the same experience together. Considering the game slowly changes color and gets small changes in environment over a very long time is really interesting.
I think many of us playing this game are all secretly thinking that if we just play far enough into the game, we’ll find something. I’m currently approaching hole 200. A friend of mine on Twitter is approaching hole 3000. I’m sure there are people out there much further into the game.
One other awesome thing about the game is that YOU CAN’T RESTART. You have to live with your bad plays. There’s no main menu. When you start the game you just start on the last hole you played with your accumulated score on one side of the screen and your current hole score on the other. This is so great because it means that people who are competing aren’t able to factor in practicing a certain level in order to memorize the shots required to get a good score.