Showing posts with label HotS. Show all posts
Showing posts with label HotS. 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.

Monday, October 26, 2015

TIF Plays: Heroes of the Storm! [5]
Gameplay

I decided to finally get around to streaming and playing Heroes of the Storm with friends! This will continue in the weeks ahead, so be sure to let me know if you want to play together. Check out an archive of my stream linked below, and be sure to catch me when I go live by following me on Twitter (@alexsamocha) and Twitch (MegalodonPhD) Enjoy!

Sunday, October 18, 2015

TIF Plays: Heroes of the Storm! [4]
Gameplay

I decided to finally get around to streaming and playing Heroes of the Storm with friends! This will continue in the weeks ahead, so be sure to let me know if you want to play together. Check out an archive of my stream linked below, and be sure to catch me when I go live by following me on Twitter (@alexsamocha) and Twitch (MegalodonPhD) Enjoy!



Thursday, October 15, 2015

TIF Plays: Heroes of the Storm! [3]
Gameplay

I decided to finally get around to streaming and playing Heroes of the Storm with friends! This will continue in the weeks ahead, so be sure to let me know if you want to play together. Check out an archive of my stream linked below, and be sure to catch me when I go live by following me on Twitter (@alexsamocha) and Twitch (MegalodonPhD) Enjoy!


Thursday, October 8, 2015

TIF Plays: Heroes of the Storm! [2]
Gameplay

I decided to do a double whammy of new: streaming Heroes of the Storm and playing with friends! This will continue in the weeks ahead, so be sure to let me know if you want to play together. Check out an archive of my stream linked below, and be sure to catch me when I go live by following me on Twitter (@alexsamocha) and Twitch (MegalodonPhD) Enjoy!


Tuesday, October 6, 2015

Phantom Limb: Heroes of the Storm, Teamwork, and Being Almost Good Enough
Article

Abstract: Heroes of the Storm, Blizzard’s take on a MOBA, quickly converted me from genre skeptic to fan. After months of play, however, I began to feel a unique anxiety towards solo play unlike anything I’ve previously experienced in a team-based competitive online multiplayer. I feel almost good enough, like I’m playing without the use of one arm. The feeling is a mixture of inadequacy and cognitive dissonance between my individual performance and the match’s end result. A friend’s perspective can ameliorate the feeling, though I’m still not entirely sure why.

I spent many years purposefully in the dark about MOBAs (Multiplayer Online Battle Arena). My time spent playing Warcraft 3 was well behind me. I had transitioned away from the PC as my primary gaming device of choice. In fact, I didn’t even hear about the genre in any significant way until college, during which a couple members of pep band wouldn’t shut up about League of Legends (LoL). I gave MOBA’s a cursory chance to woo me that year and they failed miserably. LoL felt like an unnecessarily complex boring click-fest of a game. So when DOTA2 began floating around in the gaming circles I found myself frequenting, it too was hastily brushed off. ‘They’re just not for me.’

As the years went on, and especially after I began to write and talk about games on the internet, I felt obligated to get to know the genre better. It was for the sake of my viewpoint and my edification in a style of game that seemed to be only gaining more traction, and more mindspace, in the collective “gamer” population. To make a long story short, I began hearing about Blizzard’s foray into the genre from various sources I respected. Defenders claimed that Heroes of the Storm (Heroes) was a great entry point into the genre. Others claimed that Heroes was the game that converted them from MOBA-skeptic to MOBA-fan. The official release of the game in early June this year was the catalyst—I resolved to finally see what the fuss was all about.

I felt wrong sharing my thoughts on the genre without giving
a single title an earnest chance to impress me.
I was shocked. Within a couple play sessions, a few hours here and there, Heroes of the Storm clicked. I got it. I was having fun. I wanted to play more and more. Compared to my brief experiences with LoL and DOTA2, which felt intentionally repellent towards new users, Heroes felt tailor made for someone like me. Someone who had written off the genre, and someone who didn’t want to devote 50-100+ hours to learning game systems. Heroes simplified the experience. The team levels up as a unit, skills are gained at level-based talent tiers, there are no last hits, map objectives give the player something to do between soaking and skirmishes, games are usually done within 20-25 minutes. Heroes understood me. And, within a remarkably short timespan, I felt like I understood it too. I read up on map strategies and ideal team hero compositions. I spent time honing my favorite heroes’ skill shots so that I could land devastating combos during team fights. Within two weeks or so, I felt pretty damn competent. It was a great feeling. I finally felt the rush that I imagined LoL or DOTA2 players got when playing, and the excitement expressed by the millions of fans of each game’s competitive scene.

Heroes of the Storm can be an absolute blast. Just look at that focus!
For about two to two and a half months I played Heroes religiously. I made sure to get a few games in every couple of days to secure the gold from daily quests. I spent a good amount of time playing with my friends, who had all recently started playing too, but the majority of my time was spent playing solo. As time went on, though, I felt an increasing disconnect from my experience. Days would go by between my play sessions, sometimes entire weeks. Whenever I saw a friend online I would boot up Heroes to play together, but I lost the compulsion to play alone. I’ve essentially stopped solo queuing altogether. It was a strange feeling that I couldn’t quite put my finger on until recently. I’ve never been someone who requires friends to play in online modes. Ever. But playing Heroes alone became a trying experience, that exhausted and frustrated rather than energized and exhilarated.

I have no real way to prove my commitment to Heroes.
But I think my F2P hero collection speaks for itself.
When trying to isolate the source of the problem my mind kept coming back to teamwork. Before I dive any deeper, let me respond to some of the questions you’re probably already thinking. Yes, of course I knew that Heroes (& all MOBAs) are heavily reliant on teamwork. Yes, I know it’s easy to blame your teammates for losing in a MOBA: that’s not what I’m doing here. And yes, I’ve played team-reliant multiplayer games before as a solo player and not lost interest. Let me expand upon that last point. Despite my long history of playing predominantly solo, I’m not new to team based games. I played the highly team coordination-dependent game modes in Call of Duty like Search & Destroy, and the objective based Rush and Conquest in Battlefield 3. I’ve played co-operative games like SOCOM and Borderlands and Castle Crashers. Rocket League is another recent favorite. I’ve written all of those examples to say that I knew, at least partially, what I was getting into with Heroes.

A Heroes of the Storm team working poorly together is an issue, to be clear, but not the one I’m writing about today. Especially because I was well aware of this issue before I even started playing the game. For Heroes in particular, it was made clear to me from the outset that one amazing player could not win the game for a team.

Just this week I finally got a grasp on what exactly my problem was. It’s simple. I felt almost good enough, just shy of how good I should be to lead my team to victory. The image that first popped into my head was that of Tantalus. As punishment for butchering his son Pelops and preparing him as a feast for the gods, Tantalus was made to stand in a pool of water beneath a fruit-bearing tree for eternity. No matter how hungry he got, every time he reached up to the low-hanging fruit above his head the branch was just out of reach. No matter how thirsty he got, every time he lowered his head to drink the water receded away. That’s how many of my games feel in Heroes. I can see the fruit, and can feel the water around my neck, but no matter how hard I work, the two (and my feeling of aptitude) are just out of reach.
If only I could eat this fruit, I'd be good enough at Heroes.
Or if I could drink this water, my team could win.
Playing Heroes often feels like playing a sport with one limb immobilized. I picture myself trying to play a round of pick-up basketball or a game of slow-pitch softball, but I only have one arm. Sure, I’m able to play the game and can even be pretty good at it.  But it feels off. I end my matches left with the sense that I’m not playing to the fullest of my abilities. I’m playing the game within the zone of proximal development. Like I’m struggling to perform something so simple, and something that I’ve done before unencumbered by the loss of a limb. My phantom limb.

The feeling, for the moment, is unique to Heroes of the Storm. I suspect part of this feeling derives from how the game rewards individual skill. When I played Call of Duty, wins and losses never felt impactful. The player’s individual skill was met with a whole suite of rewards. The game highlighted end of match stats like kill-death ratio and headshots. Mid-game, killstreaks, awards and score pop-ups created a positive feedback loop of self-gratification. So even when playing Search and Destroy, Call of Duty’s take on Counterstrike’s main game mode and a highly team-reliant endeavor, my individual skill was at the crux of my experience. And, even when we lost, I had powerful tools of self-assessment—I knew when I did well and when I did poorly.
 
Search and Destroy truly tests teamwork. Win or lose, though,
I was able to accurately assess my performance.
Heroes of the Storm has many of same the player feedback systems described above: stats, killstreak announcements, etc. These rewards are traps, though. Your end of match numbers are often meaningless to the game’s end result. Sure, if you’re 25-0 you know you did well, but that’s usually more reflective of your entire team’s performance than your own. You cannot go 25-0 when your team is being steamrolled on objectives, or your team is a talent-tier behind. I can’t tell you the number of games where I’ve had the highest siege damage or hero damage or experience earned, but our team was absolutely annihilated. That’s where the feeling of inadequacy stems from for me. Despite the game telling me that I’m doing well, the collective I (my team) can be doing awfully. That disconnect reinforces the feeling that “if only I had done more hero damage we could have won.” Wins and losses really feel meaningful in Heroes, much more so than any other team-based game I’ve played. It’s on the level of a fighting game. My individual performance feels immutably tied to the match’s outcome. But in a fighting game, I know the matches I do well in and those I do poorly in and there is a direct correlation between my performance and which player wins. Like I said before, that is just not true for Heroes. The duality is off-putting: how can I feel responsible for my team’s loss but also feel satisfaction that I had my team’s best performance? The cognitive dissonance is the source of my exhaustion and frustration.
 
It may not look like it, but we got absolutely massacred.
None of the other stats matter, really.
The feeling is ameliorated when playing with a friend, however, and I’m still not quite sure why. Perhaps it’s because they provide perspective on the game. They offer a unique point of view. Chatting with a friend during and after the match allows for a brief post-mortem, providing not only a mirror for self-reflection but also an interpretation from a new vantage point. While playing with even one friend, I stop caring about wins and losses, and the weight of responsibility feels lifted. It’s bizarre. In the end, the issue remains largely unresolved. Is this problem unique to MOBAs, or to Heroes of the Storm? Or is this a reflection of my changing mindset towards team-based online competition? All I can really say to wrap this up is: do you want to plan some Heroes with me? I think it’ll be good for both of us.

Monday, October 5, 2015

TIF Plays: Heroes of the Storm! [1]
Gameplay

I decided to do a double whammy of new: streaming Heroes of the Storm and playing with friends! This will continue in the weeks ahead, so be sure to let me know if you want to play together. Check out an archive of my stream linked below, and be sure to catch me when I go live by following me on Twitter (@alexsamocha) and Twitch (MegalodonPhD) Enjoy!