Showing posts with label indie dev. Show all posts
Showing posts with label indie dev. Show all posts

Friday, June 10, 2016

News & Views
6/4/16-6/10/16

We are only days away from E3, one of the biggest video game shows in the world! I’ve got my tweeting fingers ready for two solid days of new game announcements, trailers, gameplay reveals and more. In the meantime, why don’t you take a second a read some great gaming writing?

News & Views collects the best gaming writing from around the web and puts in into one convenient place. Check out the links below for stories about the underground fight clubs of Dark Souls III, the benefits of unsurprising characterization in games, and how minority characters should not be relegated to DLC.

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
Zoran Cunningham, Gamasutra

Worth Reading
Veve Jaffa, Model View Culture

Jason Schreier, Kotaku

Brendan Caldwell, RockPaperShotgun

Steven Messner, PC Gamer

Ben Kuchera, Polygon

With Comments
Jason Imms, Giantbomb
I was lucky enough to attend GDC 2015. Alongside excellent talks and a developer-rich show floor was the alt.ctrl.GDC display. I didn’t know what I was getting into when I approached. But I am so glad I did. Games like Butt Sniffin’ Pugs redefined the way I interacted with a video game, and I loved seeing the creative energy of game devs manifest through non-traditional controls. Alt.ctrl.GDC is wonderful and I’m glad Jason Imms spotlighted it here.

Wesley Yin-Poole, Eurogamer
Even as not the biggest fan of Half Life, something remains off about the franchise seeing no new releases in over a decade. I get that Valve has found plenty of other ways to make money, and I understand the pressure to deliver an unparalled game doesn’t match the fiscal risk vs. reward. But still. It is crazy over a decade later we’re still missing the conclusion of a trilogy.

Anthony Burch, Destructoid
It should come as a surprise to no one that I am not a fan of Reaper’s character design. He is so Hot Topic it hurts. Burch, however, praises the unsurprising characterization of heroes like Reaper or Genji in that they act to further draw out just how creative and just how exceptional Overwatch’s other heroes are. Food for thought.

Janine Hawkins, Giantbomb
Janine Hawkins takes us down a journey of reminiscence. Instead of reliving memories by looking through old photos, Hawkins reconnects with her deceased mother by booting up her old game saves. A wonderful piece that is well worth reading.

Friday, June 3, 2016

News & Views
5/28/16-6/3/16

This week went by in an instant. I had a great time relaxing with my fiancée, got some nice experiments done in lab, and of course I played the hell out of Overwatch. It has been years since I got this sucked into a multiplayer shooter.

News & Views collects the week’s best video game writing. Check out the links below for stories about how Rocket League strategies have made it clear that the game is more than just soccer with cars, how Final Fantasy IX handles the inevitability of death, and why crafting that perfect ending to your game might not be worth it.

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
Gino Grieco, Giant Bomb

Worth Reading
Bhernardo Viana, Kill Screen

Jake Parmley, Gamasutra

Nico Deyo, Paste

John Macone, Eventhubs

Greg Kasavin, PC Gamer

With Comments
Angus Morrison, PC Gamer
Blizzard came out early and aggressively against Overwatch cheaters. In fact, they promised to permanently ban a player after their first offense. Little did we know how serious Blizzard was. I’ve copied an anecdote from the article that summarizes it perfectly: You cheat, you lose. Period.

"Got banned one day after the official release," one enemy of fair play recounts. "Thought I got detected for using RPM tools, because the game was crashing for it at that time.
"Bought the game again... didn't hack on it at all, just wanted to enjoy the game a bit. Two days later—banned again.
"Bought the game... again. But before doing that, I deleted Overwatch and launcher completely. Enjoyed it again without cheating only for a day."
            On his fourth attempt, he purged his PC, changing hard drive IDs, MAC address, BiosDate and buying a VPN to throw Blizzard's anticheat off. It didn't work.

Evan Narcisse, Kotaku
When the term “ludonarrative dissonance” was common parlance in the greater games discussion, Uncharted was always the first title named. People weren’t wrong for naming it, either. How can Nathan Drake be a loveable rogue when he literally kills hundreds of people each and every game? Part of what I touched upon in my review, but it written much better by Evan Narcisse over at Kotaku, is how Uncharted 4 leans into this dissonance – co-opting it to serve as the narrative foundation. Beware spoilers, but thoroughly worth reading.

Matt Sayer, Unwinnable
It astounds me how few game owners finish the games they buy. Since the advent of trophies / achievements, it has been possible to ascertain completion percentage on a game-to-game basis. As Matt Sayer writes, laughably few players manage to finish games. Even when a game is just a few hours long the completion percentage remains sub 50%. It’s insane. Maybe it’s not so important to have that perfect ending to your narrative game. Chances are no more than 30% of players will even get to it.

Monday, May 23, 2016

TIF Plays: Week of 5/16-5/20
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, May 20, 2016

News & Views
5/14/16-5/20/16

This week has been pretty incredible. I still can’t believe I got to play, and finish, Uncharted 4. What a game. Expect a review here next Tuesday. And there’s so much more! Survivor’s finale, warm weather, and the promise of summer fun has me feeling great. Now onto the real meat of the post.

News & Views collects the week’s best gaming editorials, opinions, and more into one convenient place. This week I found stories about the woman who invented cosplay, the grief of finishing a great video game (I’m feeling it with Uncharted 4), and the ever changing role of a game’s publisher in major eSports scenes. You should give them all a look and let me know which ones resonated with you!

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
Keith Stuart, The Guardian

Worth Reading
Andrew Reiner, GameInformer

Sam Greszes, Kill Screen

Jennifer Culp, Racked

Patrick Miller, Giantbomb

Bryce Blum, ESPN

With Comments
Anthony Burch, Destructoid
Burch spotlights a problem not a lot of us think about – leveling systems. Visualizations of progression can be an extremely powerful hook in gaming, so much so that they can often impact how you play a game. Leveling in multiplayer modes specifically can create this terrible mind space, where you only are playing to level up. In certain games (RPGs) I quite enjoy leveling systems, but not every game needs gear you can strengthen, or player levels to increase. Great thoughts.

Nathan Ingraham, Engadget
Shortly after watching the high-octane trailer for Battlefield 1, I started to ponder the implications of what a World War I shooter would actually be. WWI was a terrible, brutal, bloody, inglorious and awful war. Battlefield is known for cartoonifying war so it felt odd that their team would try to depict WWI. I certainly “have the stomach” for Battlefield 1, but there is a lot to think about here.

Katherine Cross, Gamasutra
It might seem strange for me to spotlight Cross’s article here since The Impact Factor uses review scores, but I totally agree with the points she makes. Review scores, overall, are useless. Not only do they often say nothing, more often than not they stifle the conversation surrounding games (oh, it’s only a 7.5? Not worth my time). Scores can be helpful in establishing a certain kind of quality to a game, but they should not be the be all end all. I also went with a 5 star system here as to not play into the other terrible aspect of review scores – their inclusion in score aggregate sites. There is a lot to chew on here.

John Walker, RockPaperShotgun
John Walker’s article about whether or not you need to be good at games stimulated a lot of discussions online. On one hand, I agree with his title. You do not have to be good at games to enjoy them. But then again, I do think a certain level of competency is essential in reviewing games. Walker conflates this “GIT GUD” mentality for reviewers versus fans, but overall I quite liked the piece. People should never use skill at gaming to make someone feel like they don’t deserve to be playing. 

Tuesday, May 17, 2016

A Drop In The Bucket
Review
Risk of Rain, Hopoo Games (PS4/Vita)

Abstract: Despite sounding like a game tailor made for my gaming interests, Risk of Rain underwhelmed. Buried beneath slow platforming, mundane combat and an overreliance on finding the right items is a wealth of smart systems that demand a better moment-to-moment play experience. I appreciate Risk of Rain’s premise, aesthetics and world and wish that there were more to keep me playing. Despite my issues, however, I generally enjoyed my time with the game. Risk of Rain is not bad, I just wish it could have been better.  When looking at Risk of Rain as zoomed out as its in-game perspective is, I find enough there to recommend to enthusiasts of the genre.

Life and death is measured in pixels. The vast openness, and emptiness, of an alien planet is the only shelter for the sole survivor of a derelict spacecraft. Equipped with basic weapons and little else, your goal is simple: find some way off this deadly planet and stay alive. Turns out neither of those is as simple as they sound. Every action, every decision, carries some risk. Welcome to the world of Risk of Rain.

Risk of Rain started as a student project that grew into something much larger, the freshman outing for the independent studio Hopoo Games. The game, originally released in 2013, was met with critical success. Reading reviews got me excited too. A purchase of a Humble Bundle a couple years ago granted me a PC copy, but I never managed to get controller support to work and therefore never played it. Risk of Rain made its way to PlayStation consoles this May so I knew it was finally time to jump in. Was Risk of Rain all it was cracked up to be? Yes and no.

Risk of Rain is a 2D pixel art action platformer with randomized elements. The game is set in the distant future, in which space travel is common. At the start of the game your vessel, functionally a space train, meets a catastrophic fate—it’s blown to pieces by an alien attack. It turns out your ship was carrying some pretty special cargo, a mysterious piece of technology with untold power. The sole survivor of the attack, your character finds himself on a hostile alien planet. The setting serves as a compelling backdrop for the game at hand.

This strange alien world is a great backdrop for Risk of Rain.

When I saw that Risk of Rain is a platformer with randomized elements I got excited. Spelunky also fits that description and is one of my favorite games of all time. Unfortunately for Risk of Rain, it nails neither the platforming nor randomization in a thoroughly satisfying way. Your character moves incredibly slowly and has short jumps. It makes progressing through each stage a slog, as you know where you want to go but actually going there is slow and unfun. The slowness and heaviness is reinforced by Risk of Rain’s chosen perspective—the view is incredibly zoomed out. Your character is no more than a few pixels on a gigantic backdrop. I appreciate the mood this sets for the game, you do truly feel isolated and insignificant on a strange alien planet, but it reinforced the aesthetic at the expense of gameplay. The large environments only further drive in the fact that your character’s movement is just too stiff. Platforming doesn’t require precision or skill, just time. It’s not great.
 
That tiny little speck in the middle of the screen is my character.
Not that you could really tell.
During your journey throughout the level in search of the exit you’ll face off against a variety of alien foes that want nothing more to end your journey before it begins. Risk of Rain has a nice suite of baddies to combat: tiny lizard people, sky soaring jellyfish, ancient golems, giant ethereal humanoids. Each character you play has four attacks: one basic that can be used constantly, and three special that have cooldown periods after use. Your starting character, The Commando, has a long-range rifle to shoot at foes as well as a dodge roll, explosive shot and concussive fire. The Enforcer, another character, has a short-range shotgun, a riot shield, and a grenade. Playing each of the game’s 12 characters changes the way you approach combat and adds replayability to a game that can be beaten in about 45 minutes. Despite being only a couple pixels large, Risk of Rains cast of characters is replete with personality that lends itself to various play styles and types of players. I loved trying out each of the characters to figure out who best suited me.

Risk of Rain’s combat itself left a lot to be desired, however. Given that the platforming and exploration was not too fun, being let down by the combat felt all the worse. Basic attacks on the whole felt weak, taking many attacks to take down even the most basic of threats. This meant that you had to rely on your three special abilities to deal noteworthy damage. But because these have cooldowns I often found myself just running away from monsters until my abilities had recharged, which led to overlong encounters and a reinforcement of the game’s deliberate pace. Further, enemies chase you relentlessly with little means to escape their attacks. A few characters have mobility options or shields that prevent damage, but many others do not. Given little damage output, this design choice artificially inflates Risk of Rain’s difficulty. It isn’t fun to be swarmed to death with few means of countering the attack. My favorite play sessions happened when I turned the game’s difficulty down to easy, not because I don’t enjoy punishing games (because I do) but because it was the only difficulty in which combat felt fair. Difficult games that feel unfair to the player do not do “difficult” well.
 
Not a whole lot of ways to mitigate damage here. Especially not without
the right couple of items.
Items shape the majority of your experience in Risk of Rain. As you explore each stage, your character levels up and acquires money. Money can be used at stores, to open treasure chests, and on luck-based shrines found throughout the map. Items strengthen your character in various ways: some have passive effects like increasing health regeneration or dealing damage to enemies that come close to you, and others need to be activated, like an item that summons huge meteors down from the sky. There are things I liked about item design in the game. Items stack, increasing their effect or effectiveness, so every single one you find is useful. Acquiring a huge collection of items feels great, you go from a weak defenseless survivor into a wrecking ball of might and space magic. Some item effects are really clever and can single-handedly change the way you approach exploration and combat. Unfortunately, however, playthroughs in Risk of Rain are totally reliant on obtaining great item builds in order to succeed. I say without exaggeration that every single one of my good runs relied on finding an item called the Frost Relic. I had so many runs that I felt like giving up just because I had not found the right kind of items in the first stage or two. You will be overwhelmed by your enemies without the right setup. This creates a terrible problem, and one I have had with other item-reliant games like The Binding of Isaac. My skill should be able to get me from start to finish, items should just bolster my ability. That was never the case in Risk of Rain. It makes the player feel disempowered and like he or she is wasting their time on runs in which they don’t get lucky in finding the right items. 

Not items and fighting a boss? You're going to have a bad time. Slowly.
I wish Risk of Rain had a more enjoyable moment-to-moment play experience, because there are so many smart systems at play. The way in which Risk of Rain creates risk versus reward for exploration is brilliant. Every playthrough features a bar on the right side of the screen that starts empty and indicates “very easy.” The longer you play, the more that bar fills. The higher it gets, the higher the difficulty rises (more monsters, new monsters, tougher monsters). The system is genius in that it makes the player carefully consider how long they want to explore before moving on to the next level. Is it worth killing and exploring more to find more items, even though the monsters are getting progressively stronger the longer you take? If you want a successful run, is it better to speed through the levels or take your time to get the best build? It’s a push-pull that I wish scaffolded a more fun play experience. Risk of Rain also features some great secrets, the kind that make you want to keep coming back. From hidden artifacts, to new characters, Risk of Rain creates a world you want to learn more about. I love the idea of incorporating abilities with cooldowns into new genres (not just MOBAs and hero shooters), and I appreciate their inclusion here, even if they didn’t fit well into the game’s combat.

It is worth noting that Risk of Rain has an impressive presentation. Though small, the pixel art is incredibly detailed and vibrant. Enemies and characters alike have distinct personalities. The game’s backdrops are simple but feel perfectly alien. Risk of Rain’s gigantic end of level bosses are magnificent. The soundtrack is great, nailing that 80s sci-fi vibe that is found throughout the game. As a quick warning, however, playing Risk of Rain on the PlayStation Vita is not ideal. The zoomed out perspective on the Vita’s small screen does not work—to the point in which gameplay can become incomprehensible. Skip the Vita version.

I love the way Risk of Rain looks. I only wish I loved the way it played just as much. 
In the end, my review for Risk of Rain probably sounds more negative than it should. Looking back on my time with the game, it was a mostly enjoyable experience. There is a lot to like. So much of my criticism stems from how narrowly Risk of Rain missed for me. With a few tweaks Risk of Rain would be exceptional. A game I could play for dozens of hours. But it wasn’t, and I only played for 10 or so. Oh well. Risk nothing gain nothing, right?

Risk of Rain
3/5

Tuesday, March 15, 2016

Dark Tendrils
Review
That Dragon, Cancer; Numinous Games (Mac)

Abstract: That Dragon, Cancer by Numinous games is one of 2016’s most powerful experiences. The personal narrative of a family dealing with their son’s terminal cancer is not one you often see in games. That Dragon, Cancer takes you through vignettes of the human experience, from the depths of sadness to the unquantifiable small moments of joy. The striking art design, clever symbolic representation of the abstract, and archival nature of That Dragon Cancer are exceptional. Unfortunately, uneven pacing and a less-than-ideal control scheme hampered some enjoy of the game, often breaking my immersion in its incredible world. In the end, however, That Dragon, Cancer is absolutely a game worth playing and one that still resonates with me weeks after completion.

That Dragon, Cancer is brave. It’s a game that tackles one of the most difficult subjects I can think of: the death of your child. It takes narrative conventions and retools them to fit the unconventional structure of the story being told. It takes gameplay conventions and fuses them, hybridizes them, to form an experience that comfortably exists in a niche of its own making. That Dragon, Cancer is an emotion-filled diary of the highs, lows, and existential crises of a family dealing with one of the most pervasive diseases known to man. Despite high expectations, That Dragon, Cancer still wowed.

Everyone knows the story of the struggling indie game dev team. It’s a small group of individuals trying to cut through the noise of a crowded games space to get their voice heard, and their creative vision into the hands of the players. Numinous Games, the developer behind That Dragon, Cancer was struggling with more than financials or press or being the next big name in independent development. They were struggling with love, loss, and cancer. I came into my time with That Dragon, Cancer knowing more about the personal life of the game’s developers than I do most titles. A piece produced by Radiolab gave me an introduction to the Green family, Ryan and Amy, and their son Joel who, at the age of 1, was diagnosed with a terminal cancer. An atypical teratoid rhabdoid tumor in his brain. With this mindset, I came into That Dragon, Cancer thinking I knew what to expect. But there was a whole lot in the game that was unexpected.

That Dragon, Cancer is a first- and third-person light adventure game, with elements of familiar genres like adventure or walking-simulator. The game takes you through the earliest days of Joel’s diagnosis up to his eventual death at the age of five. You’re taken through vignettes of the Green’s time with Joel, abstracted and made emblematic through the artistic power of games. In each scene you’re told something new about Joel’s life, or about the thoughts and struggles of his parents who are trying to stay afloat in the tumultuous waters of their terrible situation. In one scene, you’re taken to a park where you can interact with a time-frozen Joel as his swings, slides, or rocks on a horse. Another takes you to the hospital where you must walk through a treatment ended party for another unseen child, knowing full well Joel’s treatment will only end once he has passed. And yet another where you’re taken to an enormous cathedral, replete will filigree and pipe organs, as Joel moves onto another life. That Dragon, Cancer is filled with profound sadness. A kind of sadness that kicks you while you’re down. That Dragon, Cancer is also filled with profound love. Not only is the game itself a love letter to Joel, but also through numerous interactions you can see just how much burden these parents bear for their children. You don’t have to have experienced what the Greens went through to be moved. The life snapshot narrative of That Dragon, Cancer is deeply affecting.
 
Following this family's journey is deeply affecting.
The game’s developers go to great length to personalize, and humanize, your abstract experience of playing the game. Husband and wife, and the game’s creators, Ryan and Amy voice themselves throughout. Much of the game’s audio comes from family recordings. The archival nature of the Green family is astounding. It made me uncomfortable, in the best way, to hear Amy’s tear filled pleas recorded from a prayer event for her son. Or her exasperated voicemail after learning Joel’s last round of chemotherapy was ineffective. When not real-world recordings, Amy and Ryan have recorded audio that reflected how they felt as they went through this process. One moment that stuck with me in particular is when the two get in a huge fight about maintaining hope for Joel’s eventual recovery. Ryan, exhausted by the struggle and continual reminder that his son’s cancer is terminal, is drowning in sorrow. But Amy will not let him grieve a son he hasn’t lost yet. The Green family was clearly still affected by their experiences while making the game, and it comes through in every facet.

What it's like to be lost.
Playing That Dragon, Cancer reminded my of the power of video games as an artistic medium. Numinous Games takes full advantage of the medium to share this experience with players. Interactivity is at the heart of games and is central to your experience in That Dragon, Cancer. Walking through hallways, opening letters, pushing Joel on a swing, feeding him pancakes. All bolster the narrative rather than detract. That Dragon, Cancer also does an excellent job at creating symbolic representations of complex, and abstract, concepts. For example, balls of dark tendrils represent Joel’s cancer and are present in nearly every scene. Sometimes in the background, sometimes in the fore, the dark tendrils are a reminder of the ever-present nature of Joel’s disease in the family’s life as well as a great artistic interpretation of the physical tumor itself. Another poignant symbolic moment was when the Green family is told that Joel’s care is switching from curative to palliative (i.e. making his end of life as pleasant as possible). You’re in Amy’s perspective for this scene, in a quiet room with doctors sharing the terrible news. Suddenly storm clouds form in the room and your world shrinks. Water quickly fills the room as the storm rages, Amy now transported onto a small sailboat rocked by crashing waves and lighting. You can circle the giant-like doctors as they sit still, cold and hollowed by the devastating news that had to share. That Dragon, Cancer is brilliant in its smallest moments and in its ability to combine art, narrative, and interactability to create an experience only possible in games.
 
The cancer is always there. Encroaching further and further into their life.

Intentional or not, however, That Dragon, Cancer does suffer from some pronounced pacing problems. Some of the game’s moment linger longer than they should, outstaying the concise sentiment they portray. The sequence of events also leaves something to be desired. Life clearly doesn’t fit neatly into conventional narrative structuring, I get that, but the way you move through the narrative felt notably uneven. It was hard for me to focus in on one, or even one set of, emotions as I played. This emotional confusion broke my immersion several times throughout That Dragon, Cancer. Pacing issues led to an increased gamification of my experience. I noticed myself pushing to reach the end of a certain sections as quickly as I could, rather than letting them flow naturally, because I needed the game to progress. These gripes are minor, sure, but did detract from my sum experience with the game.

The gameplay itself in That Dragon, Cancer is functional. It gets the job done. The most powerful moments of gameplay were those when I forgot I was playing. You click to move from one part of a scene to the next, sweeping the player camera from one location to the next. There were moments where the click-to-move control scheme failed, however. And unfortunately those moments also break immersion. Perhaps I’m more accustomed to the kinds of stories like the one depicted in That Dragon, Cancer being found in more traditional ‘walking-simulator’ games. Games in which the player has full control over the player character, camera, etc. Regardless, I found That Dragon, Cancer’s controls wonky at times. That Dragon, Cancer places you in some beautiful and expansive first-person environments but never looses its control of player moment. Having to click each and every time I wanted to move slowed down my exploration and highlighted the extreme linear nature of the game. It also led to many awkward moments where I would click and not move, or click and move to the wrong location. Control issues made it feel, at times, like I was just being shown the story rather than what I truly love: when I feel like I’m discovering a story and interacting with it.
 
It would have been great to have a less awkward movement option
at my disposal. The game's world is fantastic.

That Dragon, Cancer consistently finds ways to surprise the player with new type of gameplay, however. Each vignette brings a new element to the table, whether it is a mini-game or light puzzle solving. These micro gameplay experiences range in quality, but I appreciate how much thought went into their inclusion. I found myself smiling from ear to ear when Ryan’s bedtime story about Joel the dragon warrior turned into a 2D platforming game. I felt dread when I was tasked with controlling a balloon-holding baby Joel as he was forced to navigate a maze of dark tendrils—knowing full well that no matter how proficient I was at dodging, the tendrils would pop my balloons and Joel would fall. Other games were less successful, however. A constellation-based mini game had poorly communicated goals and a kart racing section, while cute, controlled so poorly it was something I just wanted over as quickly as possible. Still, That Dragon, Cancer offers a multifaceted gameplay experience that complements its abstract and multilayered narrative, and ultimately it comes together as one cohesive package.
 
Not all mini-games work as well as they should.
One last minor element I wanted to specially commend is the game’s tone. It’s astounding. Sharing a story about the death of your child, cancer, religion, and family strife could have gone in any number of different directions. I was worried that That Dragon, Cancer would work too hard to make me sad, to play at my heartstrings. I was also worried that the religious background of Ryan and Amy would override other ways of interpreting Joel’s experiences. I’m happy to write that That Dragon, Cancer perfectly nails a mature, thoughtful tone. The game is respectful, sad but not exploitative, open but not voyeuristic, discrete but not vague, hopeful but not saccharine, artistic but also grounded. That Dragon, Cancer is human. That Dragon, Cancer is great.
 
My heart goes out to the Green family. Rest in peace, Joel.
That Dragon, Cancer continues to astound me with just how much the Green family felt comfortable sharing with the world. I said it once but I’ll say it again: That Dragon, Cancer is remarkable. As a tribute to their son, the game succeeded. As a narrative experience, the game succeeded. And as a game, That Dragon, Cancer succeeded. I feel privileged to have gotten to play That Dragon, Cancer. It’s not perfect. But neither is life. Try to find the time to play this one.

That Dragon, Cancer
4/5

Friday, March 11, 2016

News & Views
3/5/16-3/11/16

News & Views is your weekly dose of great articles, opinions, editorials & more all about video games! Check out the links below for stories about the long journey to making PlayStation VR a reality, the four years of ‘crunch’ that was built into Stardew Valley’s development, and dealing with digital arachnophobia.

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
Matt Leone, Polygon

Worth Reading
Gita Jackson, Giantbomb

Chris Baker, Gamasutra

Keith Stuart, Eurogamer

Andy Lee Chaisiri, Art-Eater

Katherine Cross, Gamasutra

With Comments
Patrick Klepek, Kotaku
Disgusting. The article is a must read. The effort that goes into digging up obscure things from a person’s past to use against them is horrible. Starting campaigns to get people fired is terrifying. Seriously, read this and be aware of what’s happening in some of the darker corners of the games space.

Gavin McHendry, Vice
BEWARE SPOILERS. I can’t say I disagree. McHendry does a good job at explaining why exactly The Last of Us is so resonant, and so amazing. Above all, the author notes that TLoU is unparalleled in its understanding of what it means to be human. I’d argue the game is unparalleled among games, and less so other forms of media, but still it is quite the accomplishment.

David Shimomura, Unwinnable
Dealing with a representation of your phobia in a video game is something I’ve always been curious about. How would someone with acrophobia handle playing a game like Mirror’s Edge? Or, as the author of this article writes about, how would someone with crippling arachnophobia deal with the hundreds of spiders in Skyrim? A couple ways, it turns out. Who would have thought squinting could be used in such an advantageous way?

Friday, February 19, 2016


News & Views
2/13/16-2/19/16

It’s finally here! I can’t believe I got to spend a couple evenings this week with Street Fighter V! The lab week has been long, but all the rest has been pretty darn great. I hope you all have a great weekend. Onto News & Views!

News & Views compiles the week’s best video game stories, writing, opinions, editorials, and everything in between! Check out the links below for great writing about the eerie reality of commitment issues in Catherine, dealing with the death of a family member through Monkey Ball 2, and how Xbox Live Arcade almost never happened!

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
Phillip Kollar, Polygon

Worth Reading
Michelle Ehrhardt, Kill Screen

Kris Graft, Gamasutra

Patrick Klepek, Kotaku

Matthew Kim, VICE

Alyssa Kai, Medium

With Comments
Ed Smith, alphr
Smith’s piece is a great one, and one both a) I never expected to see and b) we need far more of about the industry. The way games toy with history, cultural and sociological trends is an interesting one. At times, it feels like video game developers are less aware of how a game exists as part of the larger conversation about certain issues. Smith writes about how in GTA: San Andreas the rewriting of the LA riots is problematic. It distorts the truth, which could potentially damage someone’s understanding of one of the most shameful events in recent US history.

Richard Li, Gamespot
Perhaps unsurprisingly, the tutorial in Street Fighter V is not at all helpful. Capcom has been doing a great job making guides and other resources for the community, but more tips are never a bad thing! Li runs down nine things to think about while playing SFV that aren’t as simple as what buttons to press when.

Alex Osborn, IGN
I don’t want to imagine a present, or future, of gaming without the Xbox Live Arcade. I write without hesitation that it indelibly shaped the gaming landscape. It changed what we think of as games released for general consumption, and it certainly contributed to the growth and prominence of the indie game scene. I love reading stories like this, and I think you will too.

Thomas Bidaux, Gamasutra
We talk a lot about Kickstarter on The Impact Factor podcast. Is it a net good, despite the many horror stories that come out of the service? Thankfully, we have Thomas Bidaux to answer that question. Bidaux runs down the entirety of 2015 Kickstarter games: the successes, the failures, and trends for the future. Essential reading for those interested in where game development is now, and where it is going.

Tuesday, February 16, 2016

Eye In The Sky
Review
Firewatch, Campo Santo (PS4)

Abstract: Firewatch is a game, a vignette of the human experience, that’s in a league of its own. There are no aliens, no headshots, no fate of the world, not even a focus on one of life’s particular moments. Firewatch transports the player into a snapshot of existence. It takes you to a time and a place and a mindset we haven’t really seen before in games. Firewatch is gorgeous, well-written, well-acted and gripping. The game skillfully touches on themes of love, loss, isolation and paranoia, delivering a mature narrative that has stayed with me. I give it my highest recommendation.

It’s hard to make sense of life. Our world is filled with the unforeseen, the chaotic. Humans are natural pattern finders, hoping to see through reality’s veil and connect the dots between seemingly unrelated events. We like to make sense of everything, discover the purpose of why things happen the way they do. When we can’t, humans often like to escape. Retreat away from the uncertainty. Humans are also social creatures by nature, quick to form bonds and seek companionship. Broadly, Firewatch is about these themes. Firewatch is about characters seeking to both understand life’s tumult and run away from it. Firewatch is also about understanding the human condition and how people react depending on the summation of their experiences. Firewatch is excellent.

Firewatch is the latest in the recent trend of exceptional first-person narrative games. The talent behind games such as The Walking Dead S1 and Gone Home got together and formed Campo Santo, a new Bay Area based studio. When you consider the talent of individuals like Sean Vanaman, Chris Remo and Olly Moss who worked to make Firewatch a reality, it’s understandable that the bar of expectation was set so high. From the earliest trailers I was fascinated with what the fledgling Campo Santo could bring to the table. Luckily for them (and me), Firewatch met and exceeded all my expectations.
 
Firewatch is the best game I've played in 2016.
The year is 1989. You play as Henry, a slightly chubby nearly 40-something who in attempt to deal with, and escape from, personal tragedy has taken a summer job as fire watch deep in the Wyoming wilderness. Several days walk from civilization and dozens of miles from another human his task is simple: sit up in his tower looking for forest fires and report them. His one lifeline, his one human connection, is with Delilah, a fellow fire watch (& his boss) who resides in the nearest watchtower. They communicate only via walkie-talkie, Henry reporting what he sees and Delilah responding accordingly. What was supposed to be a quiet, isolated summer turns into anything but when Henry realizes he is not as alone as he thought. On the surface, Firewatch weaves a compelling suspenseful narrative that touches on the fear of being alone, of being watched, and the thrill of solving mysteries. You follow Henry and Delilah as they try to deal with a series of bizarre, and unsettling, events and piece together what exactly is happening.
 
I fell deep into Firewatch's narrative. It remains compelling throughout
your 4-6 hour playthrough.
But Firewatch is far more than that. Firewatch is about relationships. It’s about Henry running away from his relationships at home and forging a new one with Delilah. It’s about Delilah seeking companionship in potentially unhealthy ways. It’s about the love, life, and struggles of a father and son. Firewatch is also about loneliness and depression. You don’t take a job as a Wyoming fire watch unless you are running from something, Delilah mentions early in the game. Firewatch explorers how you can feel at your loneliest even when you’re close to someone you love. And how even when miles and miles from another living human being, how something as simple as a voice from a walkie-talkie can be all the company you could ever ask for. Firewatch also touches on how we deal with loss and how, fundamentally, people aren’t prepared to face some of life’s harsher truths. Henry is escapism embodied. And finally, Firewatch is about fear. Fear of the unknown and fear of what we wish we didn’t know. Fear of having to deal with what life throws at us, and the lengths we’ll go to in an attempt to create new fears for us to face instead of dealing with those staring back at us.

Ultimately, though, what I love most about Firewatch’s narrative is that it isn’t trying to weave some epic narrative. It isn’t bombastic. There isn’t a clean three-act structure. Many of the plot threads have simple resolutions and are unrelated. Firewatch is about nothing. But in that way, Firewatch touches on everything. Firewatch speaks to many of life’s fundamental truths. Life is disappointments, missed connections. Life is trying to ascribe greater importance to the unrelated, the chaotic, the random. Whereas the game’s predecessors like Gone Home and Dear Ester seemed to have one fundamental message at their core, Firewatch is content to ‘simply’ be a vignette of the human experience. I’ve read the disappointment of many in the gaming community about the narrative’s ‘pay off,’ but I suspect Campo Santo resolved the story in exactly the way they intended. Life isn’t always a feel-good, perfectly resolved, dark secrets revealed page-turner. Firewatch’s narrative felt mature, something I desperately want more of in gaming.
 
Like life, Firewatch has a lot hidden below the surface.
A quiet, human narrative would never have worked without strong characters and great writing, and Firewatch has both in spades. Henry and Delilah are fully realized, nuanced characters with strengths, faults, and a ton of depth. You understand Henry, his life and his motivations, and can shape his personality throughout the game accordingly. The dialogue between the two is phenomenal. The game features deft writing overall. You’ll want to report every single thing you see to try to hear more of the great dialogue. Speaking of that, the voice acting in Firewatch is seriously top notch. Some of the best in gaming. Like everything else, it felt natural, genuine, and reinforces the humanity and the heart of the Firewatch’s experience.

Like other ‘walking simulators’ before it, Firewatch’s gameplay is predominantly first-person exploration. You walk, explore, inspect items, and interact with some basic puzzle / traversal elements. Firewatch, like many of its predecessors, gives players the ability to pick up (& throw) objects in the game. Like I wrote in my SOMA review, this gives tangibility to the world that helps immerse the player. Firewatch is also the most ‘gamey’ walking simulator that I’ve ever played and therefore one I would recommend to anybody. You can freely explore, find hidden secrets, take pictures, open up new movement options, mark places of interest on your map, initiate non-main story dialogue, etc. There’s a lot to do that you don’t have to. The best thing about Firewatch’s gameplay, however, is what it brings new to the walking simulator / first-person narrative genre: interactibility with a contemporary story. Let me clarify. As great as first-person narrative experiences have been, nearly all feature stories whose peaks have already happened. You’re an observer. For Gone Home or Bioshock or Everybody’s Gone to the Rapture or SOMA, it’s mainly about piecing together the past. In Firewatch, everything is happening as you play. You are experiencing the most interesting part of the game’s (and world’s) narrative. Your actions as the player are forming the story. This interactibility is enhanced by the inclusion of dialogue choices. The Telltale pedigree of the team is clear here. Being able to choose what you say, and who you are as Henry, strengthens the present narrative of the game and makes Firewatch a stronger, and thoroughly unique, experience.
 
Small choices like this help to reinforce Henry's and Delilah's personalities.
Dialogue options are a great evolution for 1st person narrative games.
One thing I never expected was how connected I would feel to Firewatch’s world. In the way that I formed a relationship as Henry and with Delilah, I forged a strong bond with the environment itself. I was transported to the Wyoming wilderness. Led by the strong graphic design of Olly Moss, Firewatch’s world is incredible. It’s stunningly beautiful. Your forest playground is colorful, vibrant, and lush. The game’s aesthetic is the perfect mix of the real world with striking graphic novel styled art. The colors and sounds and music ebb and flow throughout. Firewatch is a painting I want to get lost in. On top of all that, Firewatch also builds a great player mental map. Assuming you are not pulling your in-game map up every few seconds, exploring Firewatch’s world very quickly roots itself in your memory. The closest comparison I have is a Souls game. As you progress throughout the game, you get a clear sense of geography. You know how to get from point A to point B by using in-game landmarks. A certain tree or lake or cliff side is as valuable as any superimposed mini-map. This kind of map building draws the player even further into the world, which for a world as rich and beautiful as Firewatch’s, is a very good thing.
 
Keep the map down as much as possible. You won't regret it.

Firewatch is easily my favorite game I’ve played this year. It has learned from the pedigree of first-person story experiences before it, and expanded upon the foundation meaningfully both narratively and mechanically. Firewatch is an evolution, filled to the brim with well-executed and brilliant ideas. Campo Santo did an extraordinary job with their freshman outing. Firewatch is the kind of game that makes me excited for the future of gaming. Go play it. The sooner the better.

I miss my time in the Wyoming wilderness already. It's beautiful.
Firewatch
5/5