Showing posts with label Cibele. Show all posts
Showing posts with label Cibele. Show all posts

Wednesday, January 13, 2016

The Impact Factor’s 2015 Game of the Year Awards!
Article, Part 2 of 2
Here's part two of The Impact Factor's game of the year discussion! If you missed it, you can find part one HERE. Onto more great games!

Honorable Mention: Shovel Knight, Heroes of the Storm, Rocket League, Cibele

These games were all great, but just missed the cut. These four stood out as ones that, at one point or another, were well within my top 10 games of 2015 before being shuffled out for the others I’ve listed here. Congrats to these games on a job well done!


6. Fallout 4


What can I say about Fallout 4 that hasn’t been said a million times in a million different places before? Let’s check some of the boxes off: Fallout 4 is amazing. Fallout 4 builds upon and refines the gameplay foundation laid out by Fallout 3. Fallout 4 has an immersive open world so filled with great details, side-quests and environmental storytelling you won’t ever want to leave. Fallout 4 is peerless in the type of game it tries to be. Fallout 4 gives the player agency in nearly every element of the game, creating one of the best truly role-playing games released this year. Fallout 4 finally made it fun to shoot things without the use of V.A.T.S. Phew, that’s a lot of boxes. All of that aside, Fallout 4 meant a lot to me personally. I had been craving a content dense open world for months leading up it its release. I was lukewarm on Fallout 3 but wanted to be part of the Fallout fervor. I wanted to play a game where reality would fade away, where I would be a survivor in post-nuclear war America. Fallout 4 met and exceeded all of my expectations. I essentially played the game without interruption until I had not only beaten the main story, but also accomplished nearly every in-game achievement (trophy). I loved exploring, finding the hidden richness of every nook and cranny. Voice acting added a new level of gravity to the game’s world, and for the first time I cared about the goings on of other survivors. The harshest critique I’ll levy here is that Fallout 4 is just Fallout 3, but better. Is that really so bad? I respect Fallout 4 as a game on so many different levels, not the least of which was (hopefully) setting a new precedent in which you don’t need a multi-year marketing and preview cycle to make a game a success. I can’t wait to jump back in once DLC is released.

5. Nuclear Throne


The team that made Ridiculous Fishing and Luftrausers is making a 2D twin-stick bullet hell roguelike? You had my attention, Nuclear Throne. Little did I know that attention would turn to adoration and my dabbling would turn into full on obsession. Nuclear Throne is fantastic. It’s my new Spelunky. Ponder for a second what I mean when I write that. Spelunky is in my top five favorite games of all time. Nuclear Throne is giving me the same kind of feeling that I had while I was learning Spelunky, during which every day was an adventure as I set new goals for myself. Nuclear Throne has me fully in its clutches. The team at Vlambeer know how to make a game with sublimely satisfying gameplay and a loop that hooks you, and Nuclear Throne is no different. Where it is different, though, is just how deep and nuanced a game Nuclear Throne can be. Each character you play as completely changes the way you approach the levels. The game is filled with secrets, some clear some obscure. Some that require an unfathomable level of skill. Nuclear Throne is a perfect roguelike. You never feel like stopping a run prematurely because you either took too much damage early or found bad weapons. At the end of each run, good or bad, I found myself thinking, “just one more run.” I played Nuclear Throne for over 35 hours after only two weeks of owning the game. Considering each run is usually between 5-15 minutes, that’s a whole lot of runs (& deaths). And still, I feel like I have such a long way to go because the skill ceiling is so high. I keep on coming back for more because it’s a perfect test of what I’ve learned. It’s fun, frantic, punishing, and addicting. Nuclear Throne sounds good, looks good, and is expertly designed. Of all the games on this list, Nuclear Throne is the one I’ll still be playing in 2016. And I can’t wait.

4. The Witcher 3: Wild Hunt


If you were to go around the internet and see what game won the most ‘Game of the Year’ awards, it would be The Witcher 3: Wild Hunt. By a landslide. For a lot of good reasons too. The Witcher 3 is one of the best open-world western RPGs ever made. The team at CD Projekt Red poured their heart and soul into the game, and it can be seen in every element of The Witcher 3. The world is expansive and brimming with things to see, people to meet, and quests to complete. The story, while simple, is easy to follow and unencumbered by usual RPG tedium. Combat is simple too, but its speed and fluidity give the player a great feeling of power. Most strikingly, every single thing in The Witcher 3 feels hand crafted. No location or path or monster is just there to fill space. Side quests are meaningful, more so than any other RPG I’ve ever played. They feel just as fleshed out as the main story quests, always having something to say or giving the player something new to do. Geralt, Yennifer, Tris and the rest of the cast are instantly familiar with distinct and charming personalities. The Witcher 3 is steeped in Slavic lore, making the monsters you fight all the more interesting (i.e. not always your standard western fantasy fare). Heck, The Witcher 3 even has a fully fleshed out card-based mini game that could have easily been a standalone release. It’s baffling to think how much work into creating The Witcher 3. But the payoff is worth it. The Witcher 3 has made me into both a Witcher and CD Projekt Red fan for life, even if I didn't like item degradation in the game. I’m so excited for what comes next.

3. SOMA


I’ll let a bit of my SOMA review serve as a quick intro, “SOMA sets a new high watermark for narrative in games. Frictional’s newest explorer slash survival horror title is a thought provoking, immersive masterpiece. Smart level and monster design keep the player actively engaged with the heady experience and maintain a great sense of momentum throughout. SOMA is deeply unnerving, content to keep you up at night rather than jump out of a dark corner to scare you.” SOMA is a game that asks the player questions about what it means to be human and what it means to die. Frictional Games matured in their storytelling, world building and gameplay in a way I never expected following Amnesia: The Dark Descent. You can tell each and every part of your trying experience in SOMA is handcrafted to immerse you in the world and the questions it asks. Long after I finished playing SOMA I wrestled with the ideas put forth by the game. How do I define my own humanity, for instance. But SOMA isn’t just some philosophy textbook. It’s a meticulously well thought out interactive experience. SOMA is a game that uses the tangibility and immersion to reinforce a narrative that could only be found in games. Frictional’s horror pedigree strengthens the game’s more terrifying moments, but also acknowledges that the scariest thing is your imagination. SOMA is easily one of the best horror games I’ve played in years and makes me so excited for the future of narrative in gaming.

2. Undertale


I was a bit late to the Undertale party, but man oh man I’m so happy I played it. This charming, old school-inspired RPG from toby fox met, exceeded, and subverted my expectations. Narrative, gameplay, fourth wall or otherwise. Undertale is a game that both stands alone as an exceptional experience as well as offers a commentary on games as a whole. The central message behind Undertale is one of non-violence or, at the very least, understanding the ramifications for your violent actions in video games. Undertale is supremely clever in doing so, with an innovative battle system and remembering your actions across play throughs or saves. The world Undertale establishes is so fully realized it comes as no surprise when you start discovering all the game’s hidden complexity. Undertale is also genuinely funny, filled with hilarious dialogue and some of the best gaming characters of 2015 (Sans and Papyrus are so great). And the music! Undertale has the best soundtrack of the year, too. I’ve seen Undertale described as a JRPG in which tedium and monotony is stripped away and replaced by humor. I can’t say I disagree (though I often like JRPG tedium). Undertale is a concise 5-8 hour experience that knows what it is and what its not. In these couple of hours Undertale establishes its own rules, tweaks them, breaks them, and keeps you on the edge of your seat as it constantly keeps the gameplay and story fresh. Undertale is probably one of the most replayable RPGs ever made, as each time you play you gain a new or fuller appreciation for the world. From my Undertale review, “Undertale is a peerless experience and serves as a perfect example of the power of auteurship in games. It’s one you shouldn’t miss.” I couldn’t agree more, me.

1. Bloodborne


Bloodborne is a true evolution of the Souls series, taking an enormous leap forward in much the same way Dark Souls did for Demon’s Souls before it. Miyazaki and team distilled the truest essence of what makes a Souls game work and builds upon that foundation in a thoroughly unique and profoundly interesting way. The brutal and often unforgiving nature of Bloodborne works in perfect synergy with its lightning fast, hyper-aggressive precision combat. A dark and grotesque world serves as the perfect foundation of this blood-filled dark odyssey into madness and nightmares. Bloodborne has a nearly unparalleled sense of cohesion, and exudes complete confidence in every single design decision. I cannot recommend Bloodborne highly enough.” (You can read my full Bloodborne review for more)

Bloodborne is a masterpiece. Bloodborne has fought off a deluge of exceptional games over the course of 2015, staying at the top of my tentative game of the year list ever since it was release. The game is just…perfect. Combat is at a series best. The world is dark and fascinating. The gameplay loop is better than ever. The feeling of satisfaction you get when taking down one of the game’s many challenges is unrivaled in gaming. Perhaps the highest praise I can give Bloodborne is that it is just so damn confident in its design. Nothing has been compromised. Bloodborne is unashamed by its ambition, unfettered by the demands of modern gaming. It gives you a fun you can only ever find while playing Bloodborne. I’m confident Bloodborne will be looked back on as one of the best games this console generation. Bloodborne is not only my favorite game of the year, but it’s objectively 2015’s best too. So congratulations Bloodborne, you are The Impact Factor’s Game of the Year!

And of course you can hear my thoughts on the top five I listed here in The Impact Factor's game of the year podcast! You can find it below.

Tuesday, December 1, 2015

Love Is A Journey
Review
Cibele, Star Maid Games (Mac)

Abstract: Cibele is honest story about first love and the internet. The game’s three acts are divided into three distinct gameplay sections. Cibele is emotionally evocative, one of the few games that’s made me feel a simultaneous mixture of hope, sadness, voyeurism and intrigue. Frustrating MMO segments and some pacing issues harm the storytelling, but Cibele remains a unique & fascinating title whose themes have been missing in the gaming industry. It’s one well worth checking out.

Love is many things. Easy is generally not one of them. It’s complex, multifaceted. It’s also exceedingly rare to see realistically portrayed in a video game. Games do violence well, nuanced human emotion not so much. At least, not until very recently. As the medium matures, we’re starting to see more and more titles that touch on the subtlety of the human experience, and Cibele is one of them. Cibele is about something we’ve never really seen in games: a personal story about love, sex and romance in the internet era.

Cibele is the (semi?-)autobiographical story of the game’s creator, Nina Freeman. You play as the college freshman Freeman as she navigates the cloudy waters of trying to build a real, substantive relationship with someone. It tells the story of her first love, her first internet-era relationship, and first serious sexual encounter. The story is divided into a three act structure: the flirtation, the profession of feelings, and the commitment to meet up in person. Why is meeting up in person so important? Because Freeman’s relationship is not some school friend or someone she met at a bar—it’s someone Freeman met in an MMORPG. It is a romance that’s built via voice chat, in-game messages, killing monsters together, and the e-mail exchange of risqué pictures. The two play the fictitious game Valtameri, modeled after the niche real-world MMO Final Fantasy Online. Freeman’s avatar, Cibele, builds her relationship with ichi (real world name Blake). It’s a slow burn, but one that felt genuine. Over the course of the game, you learn more about Freeman, Blake, and the evolution of their flirtation. The characters drip with an age-appropriate emotional immaturity, which is only further enhanced by the (at the time) unusual nature of their courtship.

Love is not like the fantasy of an MMORPG. Far from it.
I’ll spare you the specifics, but I quite enjoyed the concise story experience contained within Cibele. The game’s story is strong, bolstered not by dramatic flair or unpredictable twists and turns, but by its groundedness. It’s honest. The story of Freeman’s romance isn’t perfect, but no love is. The pace undulates, sometimes taking too long to get where it is going. But its destination is worth the journey. Your closeness to the subject is strongly determinate of what you get from the game, however. If you never had an internet, long-distance, anonymous-at-first and/or troubled relationship, Cibele’s grip on you may be weak. Though I did not personally have an MMO lover, I saw this kind of love story happening with many of my friends. I knew several people who made close friends in World of Warcraft and several others who had that one anonymous-turned-real chat room boyfriend / girlfriend. My generation, or perhaps the social niche that I existed within, all had that person they knew who was trying to make a romance work with someone they met anonymously online.  If you didn’t, you probably were that person. It was a new frontier of love, of building human connections. Freeman’s story in Cibele was transportative—it brought me back to high school. It hit on a simple, quiet truth I hadn’t experienced in games.

Each of the three acts is divided into three subsections, from a gameplay perspective. They are investigating the computer, playing the MMO, and video cutscenes. Let’s talk about the first, and strongest, gameplay element: interacting with Freeman’s desktop. When each act starts you’re placed directly on a facsimile of a computer desktop. Here, you are Freeman. At the same time, however, you feel like a detective. Every file is there for your investigation and each provides a new piece of evidence that elucidates Freeman’s character. From old pictures to poems to chat logs to html dumps from her personal website, every single piece of content on her computer is yours to consume. And all of it is worthwhile. Whether they shed light on relationship with her close girl friends or current emotional distress, I found myself completely captivated in my investigation. At the same time, exploring Freeman’s character in this way felt uncomfortable. Voyeuristic. As Freeman’s relationship with Blake escalates, you can find scantily clad photos on the desktop. Seeing these made me anxious. Not only were these sent in private and now I’m viewing them, but they were pictures of the game’s creator herself.  Freeman is sharing something deeply personal with her audience. I’m not only impressed with her bravery in doing so, but I also respect the emotional impact they left on me. I don’t know if I’ve ever felt so voyeuristic before while playing a game. Interacting with the desktop was compelling from start to finish, and something I wouldn’t mind seeing explored by Freeman more in future releases.

I opened and read every single file. I couldn't be stopped.
After you’re done exploring the desktop, it’s time to jump into the Valtameri client. You log into the Cibele avatar, meet up with ichi, and go off to kill some monsters. The gameplay here is pretty simple. You control the avatar by clicking the mouse, allowing you to both move around and kill enemies. The objective here is to join together with ichi to kill monsters until a boss shows up…and then kill that. Really, though, the time you spend in the MMO is more about fleshing out Freeman’s interactions with Blake. While you’re killing mobs, Freeman and Blake voice chat with each other, voice acted by Freeman herself. They talk about life, people and, as the story progress, about their feelings for each other. Unfortunately, experiencing these conversations is painful due to the poor MMO gameplay. Simply put: it’s not fun. Clicking around is awkward. Your character never really moves in the way you want her to. Invisible walls cause weird stuttering and frustrate as you try to follow ichi around (who is unaffected by these barriers). Killing enemies is mindless and tedious. Everything takes too long to accomplish. Perhaps the length of these sections is in place to facilitate the lengthy and gripping conversations between Freeman and Blake, but often my irritation with playing the MMO dampened my enthusiasm to hear the next piece of the story. The MMO section isn’t a complete miss, however. The best part is the multitasking. While playing you can respond to in-game messages from other players, check your (newly received) e-mails, your instagram analog, etc. Juggling all these digital responsibilities built immersion, supported the reality Freeman built, and was a great replication of how we all spend our time on the computer. I just wish playing the MMO was a little more enjoyable.

Gameplay here was a let down. I just wanted to get more of that narrative goodness.
The final part of each act is a video cutscene. These short segments are acted out by Freeman herself. And like everything else in the game, they provide a small view into Freeman’s life at the time. Unlike the desktop and MMO client, however, these come at the cost of immersion. For the other 2/3rds of the game, you are Freeman. Here, though, you’re watching her. I’m sure this was done intentionally: because though they were immersion breaking, the video segments added tangibility to the story that could not have been accomplished in any other way. Cibele isn’t an invented story with fictional characters: it happened to real people in the real world.

Welcome to Freeman's world.
This brings me to Cibele’s most impactful element: its honesty. Cibele is immensely personal and honest. The game tells you without embellishment who Nina Freeman is, who she was, how people found love online, and the power (and destructiveness) of relationships between two emotionally insecure individuals. Cibele is unambitious in the best way. So much of the video game industry is about being big, bold, bombastic, and never-before-seen. Cibele is happy to keep things simple. Keep them true to life. It’s a weighty experience that is unburdened by the story expectations of the medium it exists within. Nothing about the game is groundbreaking, except for the fact that games haven’t really ever told a story like this before. Freeman, and Cibele, seemingly want games to be more. Be different. And I love that.

Stories like Cibele’s are more frequently seen in writing, television and film. For my money, though, none of those have left that same impact as Cibele. The hour and a half I spent playing Cibele hit me harder than the same 1.5 hours I would spend watching a romantic drama. It took me a while to figure out exactly why, but then I realized the answer was quite simple: interactiveness. Games have long had the power to tell new stories because of their interactive nature, or tell old stories in new ways. Learning about Freeman via reading her chat logs, clicking on her photos, listening to her talk to Blake in Valtameri, was powerful because I had full agency in how much, or little, I wanted to know. I wasn’t being told. I was discovering for myself. Cibele shows the power of games to do narrative differently.

I learned what I wanted to, how I wanted to, about Freeman and Blake.
It was a power narrative experience only possible in games.
Cibele isn’t a perfect game, but it is an honest one. While playing I was uncomfortable, intrigued, and transported to a place in time that’s all but vanished. I came away impressed by Freeman’s archival nature and willingness to share her life with her audience. Cibele is a game I never knew I wanted. It’s a game the industry needs more of. Give Cibele a chance and discover what it means to you. I think you’ll like it.

Cibele
4/5

Friday, November 13, 2015

The Impact Factor Ep. 28: Metaphorical Buttface
Podcast

Welcome to the 28th 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 toimpactfactorpodcast@gmail.com

In this episode Alex and Fliss talk about BlizzCon, Overwatch, Heroes of the Storm, Hearthstone, Street Fighter V, The Game Awards, Cibele, TV & more!

Hearthstone’s The League of Explorers Set Review: youtu.be/E6du3ci84oU

 
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

YouTube page: www.youtube.com/channel/UC_zpRq6h1O7d2MlMYWhNNjw 

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/

Friday, September 4, 2015

News & Views
8/29/15-9/4/15

Hey everyone! It’s been a fun week for The Impact Factor. First and foremost, I’m trying to stream more. Gaming has always been a pretty insular experience for me, so it’s still so strange to be broadcasting my thoughts and gameplay on Twitch. But I think I like it? All stream archives will be posted here on the blog! You can watch live (and I would LOVE if you did) at Twitch.tv/megalodonphd.

As always, News & Views compiles the best written pieces about video games from around the web each week. I know I write this a lot, but I found a ton of good stuff this week. From how R. Mika is a force for women in games, to how we are all Mario, and to how gamification is the new nihilism, you can find a bit of everything below. Let me know your thoughts!

And of course you can check out the brand new episode of The Impact Factor podcast that was podcasted 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
Andrew Goldfarb, IGN

Worth Reading
Zach Budgor and Jess Joho, KillScreen

Will Partin, KillScreen

Brian Taylor, Paste

Cheap Drunk Games, Vimeo

Nadia Oxford, US Gamer

With Comments
Pietro Polsinelli, Gamasutra
This is an issue that comes up all the time for me, not just for smartphone games (the main culprits) but also with larger console games. It felt hard to put into words exactly why playing 90 hours of Bloodborne felt worth my time but 10 minutes with Fallout Shelter felt like a waste. According to Polsinelli it comes down to three things: if a game tell you a story, progressively trains you, or links to your social life in some way the time feels worthwhile. Interesting. I don’t disagree, but wonder if there are other factors that determine the gradation of the worthwhileà time wasted spectrum.

Marty Sliva, IGN
Ah, Final Fantasy XV. A game that’s been off and on my mind for the past, what, 8 years? Crazy. Square Enix has been incredibly honest with their development process in the past year or so, and it’s so refreshing to finally feel like we’re getting even a little bit closer to the game’s release. Here’s looking at you, 2016.

Patrick Klepek, Kotaku
Not specifically games related, but I had to include it. I was stunned to learn of Wes Craven’s passing earlier this week. Patrick Klepek, a games writer I deeply respect and who shares my passion for horror films, posted a great reaction and reflection of Craven’s legacy. Rest in peace.

Josh Bycer, Gamasutra
Blizzard’s cross game marketing strategy is hugely significant. It was the leading factor in getting me to try out Heroes of the Storm. I did it all for a stupid card back in Hearthstone. Josh Bycer writes what I’m trying to say far more eloquently in his piece on Gamasutra. Blizzard has created a gaming dynasty, its own shared universe, that has the capacity to dig its tendrils into fans deeper and more anchored than anything before it. I know they’ve got me good.
The Impact Factor Ep. 18: BazingUGH
Podcast


Welcome to the 18th 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 Cibele, Battle Chasers: Night War, the Borderlands movie, Star Wars Battlefront, Machinima, Street Fighter V, Rocket League, Pac-Man 256 and more!

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

For an archive of old episodes, visit our YouTube page:www.youtube.com/channel/UC_zpRq6h1O7d2MlMYWhNNjw 

Follow Alex @alexsamocha on Twitter.
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)
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/