Showing posts with label Bound. Show all posts
Showing posts with label Bound. Show all posts

Friday, August 26, 2016

News & Views
8/20/16-8/26/16

It’s been a busy week for me so let’s get straight into it. News & Views is where I collect the best writing about video games I’ve seen each week and put it into one convenient place. Check out the links below for stories about the nasty backlash against No Man’s Sky, how Nioh brings a real samurai legend to games, a step-by-step breakdown of Undertale’s masterful opening, and an interview with the ballerina motion captured for Bound.

And of course please check out the brand new episode of The Impact Factor podcast that was posted today! You can subscribe to the podcast on iTunes, or if you prefer other methods, check out our SoundCloud. We’re on YouTube too!

Spotlight
Jonathan Ore, CBC


Worth Reading
Patrick Klepek, VICE

Gareth Damian Martin, Kill Screen

Max Pears, Gamasutra

Kyle McKenney, Paste

Ben Silvestre, Gamasutra

Jim Sterling, YouTube

Jason Johnson, Kill Screen

Kat Bailey, US Gamer

Holly Green, Paste
The Impact Factor Ep. 69: Confessions Of A PC Gamer
Podcast
Welcome to the 69th episode of The Impact Factor! The Impact Factor is what happens when two scientists, and two best friends, get together to talk about video games. Hosts Alex Samocha [biomedical scientist] and Charles Fliss [social scientist] sit down every week to discuss the week in gaming! Listen in for the news, views, and games that made the biggest impact!

Please send your suggestions and feedback to: impactfactorpodcast@gmail.com

In this episode Alex is joined by special guest host and economic scientist Patrick to discuss PS4 Slim, PS Now coming to PC, Nintendo’s big July, Dark Souls III, Titanfall 2, Obduction, PC gaming, Deus Ex: Mankind Divided, Stellaris, Bound and much more!


YouTube page

For articles and reviews from Alex, check out: www.theimpactfactor.blogspot.com

Follow Alex @alexsamocha on Twitter. twitch.tv/megalodonphd
Follow Fliss 
@thecfliss on Twitter.

Intro song:
You Kill My Brother by Go! Go! Go! Micro Invasion, East Jakarta Chiptunes Compilations. Freemusic Archive. (Attribution Noncommercial Share-Alike License)
Transitions:
News & Views and Perspectives transitions from victorcenusa, Freesound.org (Creative Commons 0 License)
Experimental Methods transition from Sentuniman, Freesound.org (Attribution Noncommercial License)

Tuesday, August 23, 2016

Polygons and Pain
Review
Bound, Plastic (PS4)

Abstract: Bound is a narrative told through motion. You explore a beautiful and abstract world as you relive your past and confront your fears. Bound learns from a long legacy of 3D platformers while creating an identity completely its own. Balletic dance permeates the experience, bringing life to cold geometry. The game’s emphasis on short cuts and speed runs in subsequent playthroughs unfortunately highlights some of Bound’s weaknesses, like its imprecise controls and long load times. Taken as a whole, Bound is a wonderful experience that is much more than it initially appears.   

For me, it was a tree house. Well not a tree house really, more like well-worn 4’x4’ square of processed wood nestled precariously on top of a Y-shaped corner of branches. The tree was a short walk into the wooded area behind my home. I’d climb, recklessly so, to perch in my spot. Time would stop. It was just high enough up to see the tops of other trees, but not nearly elevated enough to feel in danger. Cold or warm, windy or still, I’d climb to my hideout to be away from it all. The tree house was my answer to the same question Plastic’s Bound poses: as a child, how did you cope with pain? In Bound the answer is a beautiful combination of ballet, monsters, and geometry.

Bound begins as the protagonist, a pregnant woman, comes across a quiet beach. Journal in hand, she begins her walk down the sandy path towards a house. Along the way she’ll open up her journal, which is filled with fantastical images of trees, paper planes, mother and daughter and father and son, abstracted into compositions of jagged shapes. Bound’s narrative unfolds as a reflection of the past, a view into the world the game’s protagonist created as an escape. She is reliving her most traumatic childhood memories as she grapples with fundamental issues of family and forgiveness. Bound takes full advantage of its medium, sharing its story with players through actions. The game seeks to evoke emotions through movement, telling a familiar story in a new way. The story spans a few levels, each manifestations of her past pain turned fear. Bound escorts you through five vignettes in an imaginary world she called her own. Levels end with a reconstruction of the traumatic memory in a 3D space you can freely explore. The game culminates in a difficult decision that feels earned. Despite some looseness of the story itself, Bound does an admirable job at creating a narrative with which players can engage.

Face your fears.
Bound’s world is fantastical and bizarre. Bound transports players into a vibrant, chaotic, polygonal world. Shapes float in a barren expanse, reacting to the player’s presence. Monstrous structures assemble into existence as you draw near and orderly disassemble as you journey away. In this world we play as a masked young princess. Across the different vignettes we see conflict between king and queen in a world that struggles to adhere together. Bound’s world is unlike anything I’ve seen in games. It’s visually striking, stunningly beautiful, and has a signature that quickly imprints itself into your mind. Despite its abstract nature, each of the game’s levels is distinct and memorable. Bound’s world was what first drew me to the game and remains a clear highlight of my experience after playing.
 
Bound has a game world I'm not soon to forget.
Gameplay in Bound derives from a long lineage of 3D platformers. On the surface, your task is quite simple—follow the linear main path through each level jumping from platform to platform, up and down ladders, with very light puzzle solving to make it to the end. Along the way you collect memory fragments, glowing shards that both serve as a breadcrumb trail if you get lost in the dynamically shifting world and to complete an end of level mosaics. The controls are quite simple. The player can walk, run, jump, roll, and… dance. Heavily inspired by balletic movements, dance is an essential aspect to playing Bound. Movement has a lightness to it only seen at the ballet. Running, jumping, shimmying along edges, everything is steeped in dance. Motion capture is utilized brilliantly, creating a character that looks and feels human. She’s elegant and graceful. If that weren’t enough, Bound features a button dedicated solely to dancing. Dancing affords a couple advantages to the player. You dance to complete a level and dance to unlock large memory fragments. Most importantly, the player dances to bypass a level’s entrenched obstacles. You dance to fight your fears.

As I mentioned above, each of Bound’s five main levels is a powerful vignette from the protagonist’s past. Each of these centers on a childhood fear: steam, trees, pearls, shout and planes. These fears manifest themselves as physical barriers in each of the levels. Trees are nests of tendrils that grab the player and hold them in place. Planes are paper airplanes that swarm the player, again preventing movement. Dancing frees you from these fears. But there’s so much more. As you play through Bound, each level you complete conquers a fear. For example, conquer the planes level and you’ll no longer be affected by the swarms. This alters the way you play through subsequent levels. Sections that were previously blocked off now become open for exploration. The world adopts more striking colors and warmer tones. Bound is different each time you play, assuming you choose to complete levels in a different order. This offers a unique kind of replayability that I appreciated in a short game like Bound (you can complete your experience in less than 2 hours).

Dance will set you free.
Conquering fears and opening new paths are only one small part of the beautifully designed 3D worlds in Bound. These wide-open spaces are absolutely packed with depth. Levels are replete with hidden memory fragments, telegraphed shortcuts, and fear-blocked paths. You’ll also discover hidden and highly skill intensive sequence breaks, which allow the player to skip huge sections of the level. Bound wants players to find these, and even dedicates a whole mode to speed running the game (completing it as fast as possible) Bound’s main path is easy to complete. Bound’s fastest paths are punishing and demand precision. It’s a great feeling to discover a shortcut the hid in plain sight, or find a hidden path that shaves five plus minutes off your completion time. Despite not having the usual bells and whistles of 3D platformers, like oodles of collectibles and enemies to defeat, Bound offers players plenty to do.

By emphasizing short cuts and speed runs, however, Bound highlights some of its biggest weaknesses. The game’s platforming works well when players are taking their time and absorbing the fullness of the experience. The controls are less than ideal when placed under the magnifying glass speed runs demand. Jumps often feel imprecise. It can be hard to know if you’ll make a jump or fall to your death. Bound has a finicky ‘edge guard’ system that, in theory, is there to help players with difficult platforming sections, but in practice detracts from the fluidity of the motion. Bound implements some smart systems to avoid bad camera placement (endemic to the genre) like having shapes disappear when they would block the screen, but camera problems still arise from errant level geography and during non-horizontal movement. The game’s speed run mode is a disappointment, too. Levels have unskippable opening and end sequences that frustrate as you repeat a level over and over. Repeating is another act of frustration, as long load times make it feel particularly painful when you mess up your run. I typically like pushing myself in platformers to complete these challenges, but some design incompatibilities prevented me from investing myself in Bound beyond its story playthrough.

As much as they are emphasized, speed runs are not the best part of Bound.
Bound exists in great company, however, as one of the few games I’ve ever immediately played through a second time after first beating it. I wanted to see how the world changed, how my play had evolved, and perhaps most strikingly, to make a different narrative decision at the game’s end. Bound is more than visuals. Bound isn’t style over substance. Bound is, in a number of ways, about how one copes with strife. For me, I’ll always think back to my tree house. Bound makes me wish I could have escaped to its world, though. Bound’s was fantastic.

Bound
4/5

Tuesday, June 21, 2016

E3 2016: Reflection, Games With The Biggest Impact, and Game of the Show
Perspectives

In the weeks leading up to E3 2016 all you could see online was doom and gloom, espousing the forthcoming death of the video game industry’s biggest trade show. E3 2016 was a year of dramatic changes well before the event even got underway. EA pulled out, opting to do their own separate event for press and fans alike called EA Play. Activision and Disney Interactive decided not to show any of their games on the convention floor. World of Tanks, infamous for their lavish play area, also decided not to come to the show.

But E3 2016 was here to prove that E3 still provides something unique and, while certainly in the process of evolving, isn’t going anyway. This year brought a bevy of gargantuan game announcements like God of War and Prey and Dead Rising 4.  E3 2016 was the place where Xbox announced that they seek to “end console generations...to move beyond them” with Xbox One Project Scorpio. Sony made the internet erupt in happiness with the reveal of Crash Bandicoot’s long awaited return. And Nintendo proved it can still get people excited as The Legend of Zelda: Breath of the Wild was the most talked about game on social media around the world.

The way the industry shares its new games has been turned upside down over the past year or two. More fans than ever are turning to “influencers” for their gaming news – like popular YouTubers or Twitch streamers. The number of gaming conventions has risen astronomically, as Penny Arcade Expos (PAX) continue to draw thousands of fans into their halls. Publishers, even hardware manufacturers, have begun to realize that they no longer need to communicate with their audience through old media like gaming websites (IGN, Gamespot) or print media (USA Today). Video game makers can communicate directly, or through influencers, and have their message received loud and clear.

Further, E3 2016’s attendance went down for the first time in several years. As giants like EA and Sony continue to have success with open to the pubic events like EA Play and PlayStation Experience, the spectacle of E3 may continue to die down. Perhaps the show floor will continue to shrink. Perhaps we see less new game announcements at the marquee press briefings. But what won’t change is the spirit of E3. The excitement so many of us feel in the days and weeks leading up to the show. No other show elicits the kind of Christmas-morning-excitement like E3 does. No other show gets people talking and sharing in the love of great games like E3 does. We know that E3 will be around for at least another three years and that makes me so happy.

In the end E3 2016, and all E3’s really, is about the games shown. From surprise reveals to breathtaking gameplay demos for titles that have only been teased. In honor of the spirit of E3, I have chosen 10 games that made the biggest impact and one Game of the Show. These are all titles that made me excited for the months and years to come. Without further ado, here are The Impact Factor’s E3 2016 games with the biggest impact and Game of the Show!

Absolver
(by Sloclap)


Revealed just a few days before E3 2016, Absolver is a game that took me completely by surprise. The game involves a smart combination of so many disparate game elements that work in harmony. The team over at Sloclap have adapted the methodical, thinking-man’s combat mechanics from Souls games and applied it to martial arts. Absolver is an action RPG in which planning your attacks, against AI or human alike, involves a deliberate dance of parries, feints, custom combos and more. On top of all that, Absolver features a card-based customization system that gets me even more excited. This a game to keep your eye on.

Bound
(by Plastic Demo)


I was fortunate enough to have the opportunity to play Bound at PlayStation Experience last year. This small game from Polish developer Plastic Demo continues to impress. The fluidity of the ballerina’s movements set in stark contrast (and surprising harmony) with the game’s colorful polygonal world is fantastic. It is abundantly clear from the moment you first lay eyes on Bound that the developers have a unique vision for the game. Thankfully I won’t have to wait much longer to try the game for myself as it launches on PS4 August 2nd.

Detroit: Become Human
(by Quantic Dream)


Quantic Dream and David Cage continue to create innovative gaming experiences you cannot find anywhere else. I absolutely adored Heavy Rain and unlike most others, I quite enjoyed my time with Beyond: Two Souls too. Detroit: Become Human appears to be a return to form for Cage and team, however, as its E3 trailer was one of the best at the show. Detroit: Become Human looks to feature those same nerve-wracking split second decisions that can indelibly alter the story you experience while playing. Set in a real city and dealing with fascinating philosophical questions like “what makes someone human,” Detroit: Become Human is a game I cannot wait to get my hands on.

Dishonored 2
(by Arkane Studios)


Dishonored 2 is not a game I expected to impress me. I’ve never played the first game and I cannot say that I’m the biggest fan of stealth. But here we are, and here Dishonored 2 is as one of my top ten games from the show. Arkane Studios looks to be taking everything that people liked from the first game and improving upon it in every way. The strategic use of powers, the fluidity of movement, the interruptible narrative scenes, and the list goes on. Dishonored 2’s showing was so good, it got me anxious to boot up my PS3 to play the original Dishonored. That’s pretty impressive. 

Eagle Flight
(by Ubisoft)


Virtual reality has me excited. I’m chomping at the bit to purchase my PlayStation VR headset. VR is nothing without fantastic games at & around launch, and Eagle Flight has risen to the top of what I’m excited to try out in my new tech. Ubisoft has expanded upon the game’s first reveal meaningfully, building a world that looks both fun to explore in tranquility and a blast to zip through in competitive capture the flag-like matches. While not the most groundbreaking VR game, every time I saw Eagle Flight demoed I got a big smile on my face. It just looks like so much fun.

God of War
(by Sony Santa Monica Studio)


Wow. Just wow. It’s hard to (concisely) put into words what was shown on Sony’s E3 stage. God of War is a franchise I’ve always enjoyed, but never really felt any closeness to. Kratos is a jerk, and the gameplay wasn’t much more than gorey, fast, arcade fun. The reboot that Sony showed off, however, looks tonally (nearly totally) different. The relationship between Kratos and his son, the Norse setting, the more deliberate combat, the open-zones with exploration, and the serious The Last of Us vibes all told me this new God of War is something we’ve never seen before from Santa Monica Studios. I cannot wait to learn more. I cannot believe I’m this excited for a God of War game.

Horizon Zero Dawn
(by Guerrilla Games)


Horizon Zero Dawn was my E3 2015 Game of the Show. E3 2016 further solidified my choice. Guerrilla continues to impress with its new gameplay snapshot while simultaneously bumming me out that I will have to wait until 2017 to finally play this great looking open world action RPG. The world is beautiful. The relationship Aloy has with the robotic dinosaur-like creatures is fascinating. It’s clear for the first time that we’ll be taken on an epic journey to uncover the mysteries of this far future Earth. Horizon Zero Dawn looks to be the next big thing, you can quote me on that. The only reason Horizon Zero Dawn did not win The Impact Factor’s Game of the Show for 2016 is because it won last year, thus making it ineligible. Horizon Zero Dawn is a game tailor made for me and I’m thrilled to finally know a bit more.

Pyre
(by Supergiant Games)


Supergiant Games is making its weirdest and most ambitious game yet with Pyre. First revealed at a recent PAX, Pyre is a beautiful synthesis of RPG systems with fluid and strategic combat, a cast of colorful characters, and Supergiant’s signature aesthetic. Bastion and Transistor are both spectacular, and I am sure Pyre will be no different. I’m excited to see how Supergiant once again creates a spectacular world as I journey through purgatory with my group of exiles.

The Legend of Zelda: Breath of the Wild
(by Nintendo)


Saying that Nintendo has had a rough past few years would be an understatement. The Wii U has severely underperformed, Nintendo has lost all third-party support, and even their console exclusives haven’t seemed to drum up a lot of hype. The Legend of Zelda: Breath of the Wild could be the turning point in their fate, however. What a gorgeous, impressive experience Nintendo showed off. For the first time in a long time, Breath of the Wild reimagines what a Zelda game can be. The game is open world, with resource gathering, crafting, side-quests, jumping, climbing, subtle narrative, and a story you can finish without even completing all quests. On top of that, Breath of the Wild repurposes aesthetic elements from other games I love, like Wind Waker and Shadow of the Colossus, delivering a Zelda game I would have never expected. I’ll wait for the NX version, but oh man does Breath of the Wild get me excited.

We Happy Few
(by Compulsion Games)


Who would have thought a relatively unknown game would be the video game highlight of Xbox’s E3 2016 media briefing? I sure didn’t. But We Happy Few stole the show. The game was given time to breathe on stage, running the audience through the game’s systems and its dystopian / Orwellian world. The environmental storytelling and intriguing premise are just two of the many reasons I got excited to play We Happy Few. If I take my happy pills, will that mean I get to play sooner?

E3 2016 Game of the Show
Persona 5
(by Atlas, P Studio)


Persona 5 looks incredible. My excitement has been slowly building ever since finishing Persona 4 Golden, but E3 2016 made it rise to a fever pitch. Everything about Persona 5 demonstrates just how much love and skill has been poured into the game. From UI to the world to characters to animations to the series-famous & delightfully weird personas themselves, Persona 5 gives everyone a reason to be excited. For the first time, your protagonist is not a good guy, but a thief and miscreant. Your goal is not to save the world, but rather save yourself and stop the evil desires of people by stealing from their hearts. Tokyo is realized more gorgeously than I’ve ever seen before in a game. Despite not being hands on at the show, I found myself scouring the web to watch off-screen gameplay footage. And it still looked incredible! Persona 5 has been one of my most anticipated games for months, and Atlas with P Studio have given me no reason to doubt myself about it. Persona 5 will take Japan by storm in September, but I’ll begrudgingly wait until February 14th 2017 when it releases in North America to deep dive into the game. Congrats Persona 5, you’re The Impact Factor’s E3 2016 Game of the Show!



And that’s it! What are the E3 2016 games you all thought had the biggest impact? Or will have the biggest impact in the months and years to come? Did I miss a game you thought was special? Please let me know! Feel free to leave a comment below or tweet @alexsamocha

Friday, December 11, 2015

The Impact Factor Ep. 32: The Experience Experience
Podcast

Welcome to the 32nd episode of The Impact Factor! The Impact Factor is what happens when two scientists, and two best friends, get together to talk about video games. Hosts Alex Samocha [biomedical scientist] and Charles Fliss [social scientist] sit down every week to discuss the week in gaming! Listen in for the news, views, and games that made the biggest impact!

Please send your suggestions and feedback to: impactfactorpodcast@gmail.com

In this episode Alex and Fliss talk about The Game Awards, PlayStation Experience, Psychonauts 2, FF7, Street Fighter V, Ni No Kuni 2, Dark Souls 3, PS VR, Bound, Severed, Nuclear Throne & more!

Greg Miller’s Trending Gamer Speech

 
For articles and reviews from Alex, check out: www.theimpactfactor.blogspot.com
For a blog about Japan, pop culture & more from Fliss, check out:
www.flissofthenorthstar.blogspot.com
Follow Alex @alexsamocha on Twitter. twitch.tv/megalodonphd
Follow Fliss @
thecfliss on Twitter. twitch.tv/flissofthenorthstar

Intro song:
You Kill My Brother by Go! Go! Go! Micro Invasion, East Jakarta Chiptunes Compilations. Freemusic Archive. (Attribution Noncommercial Share-Alike License)
freemusicarchive.org/music/Indonesi…s_Compilation/
Transitions:
News & Views and Perspectives transitions from victorcenusa, Freesound.org (Creative Commons 0 License)
freesound.org/people/victorcenusa/sounds/148785/
freesound.org/people/victorcenusa/sounds/148784/
Experimental Methods transition from Sentuniman, Freesound.org (Attribution Noncommercial License)
freesound.org/people/Setuniman/sounds/143994/