Showing posts with label Spelunky. Show all posts
Showing posts with label Spelunky. Show all posts

Friday, March 25, 2016

News & Views
3/19/16-3/25/16

Happy weekend and Happy (almost) Easter to all who choose to celebrate! I’m looking forward to a nice couple of days ahead. I also made some plans for next week that have me super excited. Just got to get through the rest of today and I’m in the clear!

News & Views is my attempt to curate the week’s best video game writing. I feature great articles, opinions, editorials, and whatever else catches my critical eye. Check out the links below for stories about action game design from one of the best in the business, the cognitive dissonance of The Division’s violence, and the triumph of tragedy in Life is Strange.

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
John Andersen, Kill Screen

Worth Reading
Christian Nutt, Gamasutra

Matt Sayer, Unwinnable

Patrick Klepek, Kotaku

Forest Handford, Gamasutra

Cassidee Moser, IGN

With Comments
Ferguson Mitchell, The Daily Dot
I may not play it anymore, but Magic remains one of the most compelling card games (and card game communities) out there. I was savvy to this story as it unfurled, so it was great to see it in a concise summary form here. The story of how one card can be worth $15,000 is a great one. I remember trying to open a Tarmogoyf back when it was first released (then ~$40, now $130). No luck. Dangit.

Ed Smith, Kill Screen
Life is Strange caught me by surprise. I knew I wanted to play it because I love playing interactive narrative games with my fiancĂ©e, but was so pleasantly surprised when the game was stellar. One aspect that stood out was just how deep the sadness was in Life is Strange. Ed Smith writes about how despair is represented well in the game, especially in how it undermines the black & white morality choice systems we’ve seen in similar titles. Beware spoilers, but well worth a read.

Derek Yu, Gamasutra
I got to (kind of) meet Derek Yu the other week!! It was so exciting. I did get to buy his book though! Not only is Yu an exceptional game designer (Spelunky is one of my favorites of all time), but it also turns out he’s not too shabby a writer as well. I highly recommend reading this excerpt from his book, as it touches on the core design foundation of Spelunky—one of the most influential titles of the past decade.

Eric Van Allen, Paste
I’ve seen this argument a lot, but I have not tired of reading about it (yet). It’s hard to feel heroic when you’re ruthlessly gunning down people in the streets. Not aliens, not demons, not abstract forms. Real, living, people. For many, the gameplay’s interaction with narrative has troubling implications. You kill looters but then proceed to loot yourself. There are no non-lethal options to stopping foes. Some have argued about the racial undertones of the game’s attempt at distinguishing looters from friendly NPCs (they are wearing hoodies). I still have little to no interest in playing The Division, but man is there a lot of interesting things to say about it. So, congrats Ubisoft?

Monday, March 14, 2016

TIF Plays: Week of 3/7-3/11
Gameplay

Welcome to the The Impact Factor's last week of gameplay! Check out below to links of all my gameplay. Be sure to catch me live on Twitch (MegalodonPhD). I stream every Tuesday at 5:30pm PST and Thursday at 6:30pm PST. Plus some special Friday streams, too! You can do me a favor by subscribing to The Impact Factor's YouTube channel, but hey, don't let me tell you what to do! 

To keep up to date with everything The Impact Factor, and me, follow me on Twitter: @alexsamocha

See you all next week!




Friday, March 11, 2016

The Impact Factor Ep. 45: Our Nintendo Uncle
Podcast
Welcome to the 45th 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 Bear Simulator, Xbox, Lionhead Studios, Nintendo Direct, E3, Star Wars Battlefront, Overwatch, Riot Games, Spelunky, Clash Royale, Hitman GO and much more!


YouTube page

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/

Tuesday, February 2, 2016

Binge Player Syndrome and How It’s Hard to Go Back (Or Stop)
Perspective

Abstract: I suffer from the self-coined “Binge Player Syndrome” (BPS). I feel the urge to ‘complete’ new games, learn their language, and do so as swiftly as possible. BPS affords some benefits, like the uncanny ability to see games to their end point and the psychological reassurance of getting tasks accomplished. The downside, however, is that BPS makes it exceedingly hard to return to games left unfinished while simultaneously making it difficult to stop playing until I’ve attained ‘mastery.’ What kind of gamer are you?

Hello everyone. I have a confession to make. I suffer from “Binge Player Syndrome” (BPS). I’m not quite sure how long I’ve been affected by BPS, but it’s certainly taken a stronger hold of me since entering graduate school. But what is BPS? Am I sure I didn’t just invent the term? (I totally did.) How does it affect me on a day-to-day basis and as a gamer? Fear not, you won’t be in the dark much longer. Let me explain.

I’ve been affected by BPS for as long as I can remember playing games, but it’s certainly intensified over the past six years or so. Let me describe a few of the symptoms. It starts with an initial hesitation to begin playing a new game. This stems from a fear, or maybe not fear exactly, but a dread for what looms in my immediate future. I know that once I start a game, I’ve invested a part of myself into it. I am there to fully consume the game. I have made a commitment. The commitment can be a bit fluid, but what it ultimately comes down to is this: I will not stop playing the game until I feel like I have ‘completed’ it. Completion can mean different things for different games, but when I dedifferentiate the specifics into a general list, I get these:

·       Finish the single player mode, if the game has one.
·       Gain a near mastery* of the gameplay systems
·       Understand what the game does well and where it fails
·       At minimum, spend adequate** time in all features / modes offered
·       [For recent games] Complete an acceptable*** level of in-game achievements (trophies, Steam achievements, etc)
·       Above all, play enough to form an educated opinion

*Able to perform all tasks asked of me by the game with decent-to-excellent execution
**This can range dramatically, usually dependent on how essential I feel the mode is to the game’s sum experience.
***This point is moot for games without in-game achievements, like those on Nintendo platforms or mobile. I’ll generally look at a list, see which seem fun and/or easy to accomplish, and plan to get those ones done.

The other critical element of my BPS is, as you might have guessed, achieving this ‘completion’ in as fast a time as possible. The ‘why’ to my rapid timetable is multifaceted. Without going into too much detail, it exists as a combination of my desire to have the time to experience as many interesting games as possible, to stay on top of the constant deluge of new releases, and to not remain stagnant in how I spend my limited free time. When I start up a new game I go all in and all at once. I tend to binge a new game start to finish, uninterrupted by other games if at all possible (though I have been known to juggle as many as three titles at the same time). It’s like a good burger or plate of sushi. As much as I may try to draw out my excellent experience as long as possible, it’s usually a quite short affair. I consume. Fast.

One month into 2016 and I already have a meaty list of played games.
Further, by looking so far into the future of my time with new games, often before I even truly start, I can get caught up in the work I have ahead of me. I’ll therefore approach it like all other work I do: by buckling down and doing research. First and foremost, I need to learn the language of the game. I need to understand what the game is trying to communicate to me and the way in which it is doing so. The process is often fast as I try to approach the problem from multiple angles: experimenting with the game’s systems, scouring the in-game resources, and seeking online write-ups or guides to serve as a foundation for my endeavors. I’m gathering evidence, making observations, and (as I play) synthesizing them to not only gain mastery but also form various theses on my experience. For every new game I attempt to transform myself into the player the game wants me to be. In my experience, this gives the game its best chance to show off its strengths. By the end of my time with a game, I want to be able to speak its language.

I just started PAD. There's so much language to learn.
So what does BPS do for me? What is it good for? Above all, it makes me pretty adept at finishing games. One of the most shocking gaming statistics I’ve come across in the past few years is how few people finish the games they start. It is remarkable and, if I’m being honest, a bit sad. Prior to this last generation of consoles, it was hard to quantitate completion percentages. You could survey people, but those can easily be impacted by confounders (who wants to admit they haven’t beaten The Legend of Zelda: Ocarina of Time, for example). Here is where the power of trophies / achievements come in. Most games grant an achievement for completing the single player content. For PlayStation at least, you can then look at the total percent of players that have earned the trophy for completion (measured out of the total number of individuals who have booted up the game). They are all so low. Here are just a few examples from PlayStation trophies. Only 17% of people have beaten Titan Souls. Only 22% of people have beaten Ni No Kuni. Only 10% of people have beaten Transistor. Even an easy, linear, 6.5 hour game like The Order: 1886 has only 43% of players reach the end. And the list goes on. By finishing a game, I place myself in a minority of individuals who have actually seen the experience to its conclusion.  

Transistor is amazing people! I know more
than 10% of you can beat it.
BPS is also quite good at making me feel accomplished (as superficial as it might be). I set out in the beginning of my time with a new game with a huge to-do list filled with unchecked boxes. Playing the game lets me check box after box. The credit roll lets me know that I’ve done something, that I’ve put in the work to see the game all the way through. There’s something psychologically reassuring about checking things off a list, about making gradual linear progress towards a fixed endpoint. This feeling isn’t why I play games, but it certainly enhances my time with them.

There isn’t all upside to my syndrome, of course. With good comes bad. And the worst is how BPS affects my ability to go back to old titles. Once a game has slipped out of the bubble of fervor, it is usually lost forever. Life can intervene, a new title I’ve eagerly awaited can be released before I finish, I can get bored, etc. There’s no end to the factors that can take me out of the experience. As I keep moving forward, distance rapidly grows between myself and the game I’ve been meaning to complete. And coming back is rough. It’s like being dropped in a foreign country, unclear of where to go, how to go, and how to communicate with the locals. I suspect this is a feeling shared by anyone trying to get back into a game they’ve put down for a while, but my exasperation feels so much more intense because I’m keenly aware of what I lost. I used to know the language. I used to know my way around. Further, my BPS mandates a certain level of mastery for my enjoyment. It feels awful hopping back into a game, deep into it’s content, totally unaware of what to do. So much so I’d rather just leave it be. It’s hard to go back.

Though I have left many games unfinished, a few stick out in my mind as particularly painful. One that still haunts me is Baten Kaitos on Gamecube. I loved that game. The immersive world, the card-based battle system, the cast of characters, the stunning visuals. I couldn’t tear myself away from the game. Until, for some reason , I just stopped playing. At the final dungeon. Yep. By the time my guilt for leaving Baten Kaitos incomplete finally reached its boiling point, I had totally forgotten what I was doing and how to play, stranded in story’s toughest area. I attempted on a several occasions to pick it back up to finish, but I never got my foothold. Baten Kaitos remains unfinished.

One day I'll finish you Baten Kaitos. Probably. Maybe. The chances are slim.
A more recent pair of examples are From Software’s Dark Souls II and Bloodborne. Now don’t get me wrong, I’ve finished both games. I’ve also completed all in-game trophies, earning myself the platinum. What I refer to here is their respective DLCs. As much as I love both games, I consumed them like I consume all games: all at once and as completely as possible. I specced my ideal characters, beat all bosses optional or not, maxed out my upgrades, etc. But for both games, I was done within three weeks. Thus, when the DLC for each of the two games was released upwards of 6+ months later, I had lost my mastery of the Souls language. The DLC’s barrier to entry was extraordinarily high, because it meant relearning what I had binged so long ago. Again, while I’m sure I would pick it back up again, the feeling of having to do so is unpleasant (for me). Once I’ve crossed a game off my list, it generally stays crossed. Bloodborne’s The Old Hunters DLC was a huge inspiration for this piece. I own it and I’m so excited to play, but my BPS is putting up a huge wall blocking my re-entry.

Even though I am incredibly excited to play The Older Hunters DLC,
I haven't been able to get past my mental barrier to re-entry.
A final game I had originally slated to write about here was Ni No Kuni. I recently said on TIF podcast that Ni No Kuni is easily the best classic JRPG from the PS3/Xbox360 console generation. It’s a game I bought at launch in February 2013, and played for 54 hours in 2.5 weeks. It’s also a game that, until earlier this month, I had not beaten. For one reason or another, I stopped playing just before the final dungeon. Despite how much I loved the game, and desperately wanted to finish it, I couldn’t get back into it. I expected to write in this article how shameful I feel that it still sits incomplete in my gargantuan backlog. But no. Three years later I’ve beaten it. And it’s all thanks to my fiancĂ©e. Justine began playing the game in the New Year and in the process of doing so retaught me the language of the game. She helped reteach me the ins-and-outs of Familiar training and battles. She refamiliarized me with character motivations and the world’s story. Justine got me to the place where I felt comfortable jumping back in, which allowed me to get past the limitations of BPS and finally see the credits roll.

Stuck in Ding Dong Dell no longer! It felt sublime to finish Ni No Kuni.
Hand-in-hand with difficulty going back to an old game, it’s also incredibly hard to stop playing the titles I’m currently working on. I played Bloodborne non-stop for nearly three weeks. From early morning to the late hours of the night, I didn’t feel satisfied until I had ‘completed’ the game. In Bloodborne’s case, that meant beating the story, all dungeons, all bosses, and obtaining the platinum trophy. The list of things I wanted to accomplish in-game was stress inducing at times, and a clear unwanted symptom of BPS. Fallout 4 is another title I binged until I had finished. I played Fallout 4 and only Fallout 4 until I had done all named side quests and seen the game’s ending from all factions’ perspective. And I did just that. The downside, however, is now that I’ve officially ‘completed’ the game I feel no urge to go back. Fallout 4 is huge and diverse and interesting, with plenty more for me still to do, but because I’ve ‘completed’ it I imagine I will not be going back any time soon. BPS can also affect games without clear-cut endpoints, too. Take Spelunky and Nuclear Throne for example. It was hard for me to stop playing these games, even after 100+ and 60+ hours respectively. While the main reason was that I was still enjoying these titles, it also lingered in the back of my mind that I hadn’t mastered them yet. A small part of the reason I kept playing was because I wanted to gain a more nuanced understanding of their language; I wanted to be an expert. It is also the reason I figure I’ll never stop playing Spelunky or Nuclear Throne. There’s always more vocabulary to learn.

So what am I left with? I own up to having Binge Player Syndrome, for starters. It’s important for me to admit, and important for my audience to know. It colors the way I play, think, and speak about games. It comes with strengths and it comes with limitations. But hey, it’s me. What kind of player are you?

Tuesday, January 5, 2016

Distilled Descent
Review
Downwell, moppin_ (iOS)

Abstact: Downwell is a precise, fun, and compact experience. Each run is a balancing act: a chaotic dance of dodges, jumps, and monsters. Tight controls shape a wonderful and brutally challenging game. Downwell provides some of the best 2 to 3 minute play sessions you can find for smartphone. Though touch controls aren’t ideal and the game never hooked me in the way other similar titles have, Downwell is still spectacular and well-worth playing.

In a year where games got bigger, denser and more complex than ever, Downwell went the exact opposite direction. Downwell is about as distilled an experience as you can get. It must be a scary prospect for a game developer when I think about it. When you limit your game to a few simple systems and ideas, every single thing present in the final game must be perfect. It’s just like cooking—a simple dish demands perfection. Downwell is a very tasty dish.

Coming from a small indie development team out of Japan, Downwell’s premise can be boiled down (cooking pun un-intended) to one short sentence. You’re falling down a well. Yep. Of course there’s a bit more to it. A bevy of enemies lurk below, standing between you and your quite rapid descent. Each hit you take reduces your health by one. Given your severely limited health pool (4-6) you die early and often. Luckily for the player, you’re given the perfect defense: gun boots. Some enemies can be destroyed by landing on top of them. Others, marked in red, cannot. But for all enemies, you can use your gun boots. As you fall, tapping on the game’s one action button will cause your character to shoot projectiles out of its feet. Each monster killed drops gems, which act as both a scoring mechanic as well as currency (more on that later).
The quiet before the storm.
As you fall towards the bottom & exit of each level, you’re tasked with performing a few tasks. First and foremost is not dying, which is done by killing enemies before they kill you. This requires a very delicate balancing act, though. You fall fast in Downwell making it difficult to follow a set trajectory, often leading to you colliding with and taking damage from enemies. Firing your gun boots is the one and only way to slow down your fall midair. Sound easy enough? Maybe. But your gun boots only have a limited amount of ammo. Once depleted, the only thing stopping your fall is finding that safe platform in the unseen below. Landing on the ground or stomping on an enemy’s head replenishes your ammo. This results in making each and every descent a chaotic dance, balancing ammo with health with momentum.
And what a dance it is.
Along your fall you can find small rooms in the sides of the level, which contain a power-up. Each power-up transforms the projectiles your gun boots fire, changing the ammo consumption, damage and spread. Like the shotgun or laser, that is great for killing enemies but very poor at controlling your fall. Or noppy, which is the exact opposite. Each power-up you collect also does one of two other things: it increases your ammo capacity by one or restores one health. At the end of each level you’re given an option to choose a perk that strengthens your character. Like gaining the ability to suck in nearby gems, a small explosion around you when you jump, or small chance at health restoration when you land on bodies of dead monsters. Further, from the second level onward, you can visit shops. At shops you can buy items that restore health or increase ammo capacity. As you can imagine, how you use power-ups is another one of Downwell’s great balancing acts. Is it worth restoring that one point of health, even if it means replacing your burst fire with the shotgun? Should you spend your gems on a +1 health item now or hope to save up more for a +2 health item later? Each time you play Downwell you’re faced with a macrocosm of important decisions confined within a fiendish microcosm of platforming and monsters. It’s so satisfying when everything goes well.
Rooms offer a small respite. This laser health
power-up is a pretty good find.
Downwell is a Roguelike, When you die all of your power-ups are removed and you’re sent back to the beginning of the game. The only in-game progress is achieved through your collected gems, which accumulate to unlock color swaps for the game or slightly different player characters (called ‘styles’). That means each time you play Downwell everything is for that run and that run only. Each run is short, only a couple minutes long before you beat the game (haha) or die trying. Your runs usually follow the same sort of progression: avoid taking damage early, try to find the gun boot powerup you like, and restore health whenever you can. It’s also about making the right build, i.e. obtaining the power-ups and perks that suit your personal playstyle. For example, I loved using burst fire boots with the drone perk. Starting up Downwell is consistently exciting: will this be your next, great run? Or will it be an exercise in frustration as you’re overwhelmed by bats on 1-2?

Downwell nails the perfect Roguelike feeling. You never want to give up on a run because things aren’t going your way. You always feel like you are one lucky break away from this run being your best yet. Losses are never too demoralizing. No run lasts more than a few minutes, so you don’t feel like you’ve lost too much when you die. Everything in Downwell feels fair, too. I’ve played the game between 10-20 hours at this point and never once have I felt like my death wasn’t my fault. Downwell can be extremely punishing (like most Roguelikes), but you always know where and when you messed up. What makes this feeling even better is how supremely tight the controls feel. The game is impressively responsive. With enough practice you gain full mastery of all aspects of your movement. Everything is so perfectly precise. You won’t get a much better 2-3 minute gaming experience anywhere, especially not on your iPhone. Downwell distills the Roguelike platformer to its base essence and makes it work so well it stands up to its more complex counterparts.
Fast, frantic, and fun. Downwell nails
that perfect Roguelike feeling.
Design excellence aside, Downwell is simply fun to play. For 3 minutes or 30, Downwell is worth the time. For a game so simplified and perfected as Downwell it’s hard to find faults, but there are some to be found. Perhaps more a fault of my own rather than the game’s itself, the touch controls on iPhone are not ideal. I appreciated the option to hide the left, right and action buttons (the only three buttons in the game), but having your fingers on the screen still cut off crucial visual information. That, and no matter how much I tried I would still occasionally press the wrong button by mistake. For a game like Downwell, going the opposite way you’d like to, even for a second, can mean the difference between death and victory. Additionally, but unrelated to my first complaint, the supremely simplified design of Downwell does have some downsides. Namely, longevity. I’m still playing Downwell every other day or so, but I never felt hooked by the game. I want to do better and get better, but I don’t feel the urge to play for hours on end. I’ve become obsessed with a couple Roguelikes in my time. I play them constantly and when I’m not playing I’m thinking about my next run. That never happened for Downwell. I’ve only made it to the Aquifer (world 3) and I’m ok with that. I could not put Spelunky down until I beat Hell and I played Nuclear Throne non-stop over the winter break until I looped my run. I want to feel that kind of obsession and journey of self-improvement while playing a Roguelike and it just didn’t happen with Downwell.
I just wish there was a bit more to hook me.
A bit more to make me say 'just one more run.'
Still, it’s hard to argue that Downwell isn’t spectacular. It was easily some of my favorite iOS gaming in 2015 and will be a mainstay on my phone for the long run. Downwell is one succulent dish, simple or not. Go indulge a bit and give it a try.

Downwell
4/5

Friday, December 18, 2015

The Impact Factor Ep. 33: Bilbo, Sith Lord
Podcast

Welcome to the 33rd 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 Star Wars, Kojima Productions, PlayStation, Super Smash Bros, Nintendo NX, Tomb Raider, Persona 5, Spelunky, Soul Calibur, Downwell, the static speaks my name, Christmas & 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
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/

Thursday, November 5, 2015

TIF Plays: Spelunky Daily Challenge! [19]
Gameplay

You all know my love for Spelunky. It was the first game I streamed for The Impact Factor! After my regular Thursday night Hearthstone stream, I hopped into Spelunky for a daily challenge run. 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!

Friday, September 25, 2015

News & Views
9/19/15-9/25/15

A gnarly stomach bug may have taken me out of commission for most of this week, but nothing stops The Impact Factor! Welcome back to another News & Views. This week, I found great writing about how Metal Gear Solid V allows you to bleed for your enemies, what Mad Max says about physical disabilities, and fear of missing out. Thanks for sticking with me everyone, I hope to be back up to full speed next week: which means more great stuff here and on Twitch.

And of course you can 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
Ario Barzan, Gamasutra

Worth Reading
Jordan Wood, MetaThesis Blog

Ben Kuchera, Polygon

Tauriq Moosa, Polygon

Stu Horvath, Unwinnable

Nathan Grayson, Kotaku

With Comments
Joshua Cauller, Gamechurch
Cauller gives his fascinating take on combat in Metal Gear Solid V. In so many games the player is forced to take countless lives. You’re essentially a mass murderer. But in MGSV, Big Boss is able to incapacitate, rather than kill, essentially every foe. Cauller writes how this allows him to express his faith, bleed for his enemies, and respect life. It’s a very cool perspective you don’t see often in games writing.

Bianca Batii, NYMG
Until Dawn is a game I’m still dying to play. I have it slotted for October as a part of my horror fest game and movie media consumption mega-plan. Batii’s perspective is a welcome one. She writes that, although Until Dawn does play with some of horror’s more unseemly tropes, the game doesn’t give enough player agency to subvert others. For example, the clichĂ© and misogynistic “cat fight” is totally unskippable. Something to consider during my playthrough.

Gerald, Core-A Gaming, YouTube
Click bait title aside, Core-A-Gaming produces a pretty great video expounding the virtues of competitive fighting games. I’ve said a lot of what the video discusses here on the blog before, but it’s always worth reiterating.

Nick Robinson, Polygon
Derek Yu is a fascinating game designer. Spelunky is one of my favorite games of all time. It’s cool to see what Yu puts together in Super Mario Maker, especially with his procedural level generation mindset. I really want to play his SMM level. Dangit, Wii U.

Monday, September 14, 2015

TIF Plays: Spelunky Daily Challenge! [18]
Gameplay

You all know my love for Spelunky. It was the first game I streamed for The Impact Factor! After my regular Thursday night Hearthstone stream, I hopped into Spelunky for a daily challenge run. 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!