Friday, March 20, 2015

News & Views
3/14/15-3/20/15

Games, games and more games! I have put together a lot for you all in this week’s News & Views. Nintendo made huge waves when they announced they had partnered to develop smartphone games using Nintendo IPs, and that they are working on a new gaming console! I also found some interesting pieces about a professional baseball player using video games to relax during spring training, a history and perspective on how video game breasts are made, and a whole country advocating for Minecraft to be banned. I have a lot of games stacking up on my plate too. I splurged and purchased Final Fantasy Type-0 since I have been hankering for a new JRPG to play. It didn’t hurt that it came with the Final Fantasy XV: Escape Duscae demo, either. And, perhaps even more importantly, Bloodborne comes out next week (!!!). Bloodborne is my most anticipated game of the year and I cannot freakin’ wait to jump in. Anyway, onto the articles! See you all here again soon.

Spotlight
Steve Lubitz, Pixelkin

Worth Reading
Ryan McCaffrey, IGN

Ben Kuchera, Polygon

Interview with Al Lowe, Nodontdie.com

Kayin, Kayinworks

Patricia Hernandez, Kotaku

Tim Rohan, The New York Times

Charlie Hall, Polygon

And the rest!
Luke Plunkett, Kotaku
Nintendo stole the news cycle this week with their two big announcements. I, as well as many others, predicted Nintendo would be jumping into the smartphone space eventually. Guess “eventually” is 2015. I am not as doom and gloom as others about this, and am cautiously optimistic for some quality releases.

Taylor Hoyt, YouTube
I am a huge fan of the Final Fantasy series (FF6 is the best one, period). XV’s development has been a long, arduous process. Hoyt covers the history of the game’s development quite well, from its early announcement to its transformation to its pending release.

Patricia Hernandez, Kotaku
Hernandez investigates a topic that I bet very few know anything about. It is fascinating to get insights from people who work in this field. Be warned though, the article has a lot of graphic content.

Mrtube, Reddit
Reddit user Mrtube goes through IGN’s top 25 PS3 games of all time, breaks down their release dates, and compares that to the PS4’s current library. There is a lot of outrage that this generation of consoles has not had a “great” game yet. Mrtube, through his analysis, demonstrates that this should not be totally unexpected.

Dave Tach, Polygon
A follow up on the story I posted in last week’s News & Views. Following its brief spotlight in House of Cards, Monument Valley sold like crazy. Cool to see this little title make such an impact.

Patrick Klepek, Kotaku
Klepek perfectly encapsulates the sheer joy of playing a Souls game. The perfectly titrated difficulty means every gain is earned, and beating some of the tougher bosses can induce some serious dopamine release. One of the many reasons I cannot wait for Bloodborne next week.

Hurriyet Daily News
Minecraft is a cultural & generational phenomenon. Pretty much every kid plays Minecraft in some capacity, whether it is on smartphone, computer, or console. The game can also be quite addictive. The overwhelming impact of Minecraft can be seen in this story, in which Turkey’s Family Ministry advocates for the game’s ban because of how much kids are playing it. Unreal.

Jessica Plautz, Mashable
I know it is not games, but I couldn’t help it. I love Breaking Bad. It is the best show ever made. I cannot tell you how hilarious it is that fans attempt to throw pizza on top of Walter’s house. Poor homeowners, though.


Thursday, March 19, 2015

Perspectives: Collectible Card Games
Special Feature

My good friend Charles Fliss posted a piece on his blog talking about Hearthstone, Magic: The Gathering, the nature of collectible card games (CCGs) being pay-to-win, and reminiscing about his (our) nerdy time together in high school. Please do yourselves a favor and check out his post!

I could not let any Hearthstone talk go without some thoughts of my own, though. Perspectives will be a feature here on The Impact Factor in which I reflect upon something particularly meaningful, whether it is a blog post from an old friend or a particularly important piece of video game news. I intend these to be brief pieces offering my two cents on the topic at hand.  By the nature of their subjects, Perspectives should pop up every once in a while. No set schedule on these!

Anyway, back to thinking about Charles’s post. Charles makes a compelling argument as to why, at their core, all CCGs are pay-to-win. In short, competitive play demands a deck that is full of powerful cards. To obtain said cards, money is usually required. In Hearthstone, some of the most impactful and important cards to have in your deck are of the “legendary” rarity. Cards like Dr. Boom, Ragnaros the Firelord, and Sylvanas Windrunner see play in a large number of competitive ranked play decks. User-compiled statistics show that, on average, you will get 1 legendary card every 22 packs you open. Without factoring in Arena games, you can make 100 gold (the price of a pack) about every two days. As you can see, it can take a long time to even have the chance to open these powerful cards. This is where money usually comes in—players spend money to open more packs, to have a better chance at opening these metagame defining cards.

The triumvirate of powerful legendaries in Hearthstone. Currently.

Charles does a great job at explaining the pay-to-win element of Magic: The Gathering, too. Something to consider with Magic is just how insanely expensive it can get. During a time when I still played Magic competitively, some “must have” cards exceeded $60 for a single copy. I’m looking at you, Jace the Mind Sculptor. When you consider that some of the best competitive decks ran four copies of a card, and decks are comprised of 60 total cards, you can see how your monetary investment can exponentially climb if you intend to compete against the best of the best.
 
More like Jace, the Wallet Sculptor, amiright?
You don’t have to have the best decks to have fun with a CCG, a point my friend covers quite thoroughly. I never had the best cards in Magic, and still had a blast playing. I started playing the game when I was about six or seven years old, and played very seriously in high school. Still, due to how expensive it was to make the best decks, I would always try to create decks that worked for me and worked for my limited collection. And that never stopped me from playing. Morning, day or night my friends and I would play Magic. We would whip out our decks to get a game or two in before our first class of the day (a grueling 7:20am start), during lunch time, and for hours after school. We spent so many Friday nights over at my house drafting cards, opening packs, and just generally being fully immersed in the world of Magic. I still think about somehow getting the group of us back together to play—though now we are scattered across the US (and world), so it has been tough trying to work out the logistics. Playing Magic with my friends meant so much to me and helped to shape who I am and how I think about games.

My favorite Magic card.
These two were the ones that won me the most games, though.
Now in graduate school, I get my card game fix in other ways. As you all know, I play the heck out of Hearthstone. Its Magic-like gameplay combined with excellent game design decisions all around had me enraptured from the beginning. It was my game of the year for 2014. I have talked at length about it, though, so I’ll spare you more jibjab. Another cool, and unexpected way, I have fulfilled my need for card games is through non-collectible and “living” card games. The past half decade plus has been an explosive renaissance for designer board games and, with that, came a slew of card-based titles. One of my favorites has been Dominion. Created by Donald Vaccarino, Dominion is a deck-building board game in which you compete against your opponents to draft powerful cards to grow your kingdom (which is represented by your deck). The great thing about Dominion is that every card you’ll ever need to play the game is included in the box. By the nature of card games, and the randomness Charles spoke about, every game is different, and gives many of the same feelings evoked by “pay-to-win” card games like Magic or Hearthstone. Many of these non-collectable card-based board games move into a space known as “living” card games (LCGs). LCGs expand their total card pool, much like CCGs, but go about it very different. New cards are packaged as known quantities, i.e., when you buy the expansion you know every single card that is included in the box / pack. A great example of an LCG is Call of Cthulhu, a highly regarded non-collectible card game that has now received nine expansions to the core game. LCGs keep the gameplay experience fresh by steadily infusing new cards into the mix, but avoid some of the “pay-to-win” frustrations present in CCGs when you do not get the cards you want.


For anyone interested in card games of any sort, now is a great time to be alive. You have excellent physical CCGs like Magic, and digital CCGs like Hearthstone. Card-based board games like Dominion and Call of Cthulhu offer alternatives to traditional CCGs, and offer dynamic non-collectable & LCG experiences. I want to thank Charles for his great blog post, which got me thinking about card games this morning.

Tuesday, March 17, 2015

Pleasant Platforming
Review
Rayman Legends, Ubisoft (PS4)


Abstract: Rayman Legends, the sequel to the critically successful Rayman Origins, is a joy to play. In many ways, Rayman Legends is the same great game its predecessor was. The game is whimsical and fun, with perfect platforming controls, beautiful art, and far more content than I ever expected. Rayman Legends is a game that works hard to ensure you can play and enjoy it, exactly how you like. This sequel brings many new ideas into the fold with varying degrees of success. An overreliance on item collection plays against Rayman Legends’ strengths and a lack of challenging endgame levels left me slightly unfulfilled upon completion. In the end, though, Rayman Legends is a terrific game that is easy to recommend.   

About a year and a half ago I was able to pick up Rayman Origins on the cheap. I had not played any Rayman games prior to purchasing Origins, but the game was getting terrific reviews and I was hankering for a 2D platforming experience. What I was treated with was completely unexpected, and completely amazing. An overwhelming sense of whimsy permeated Rayman Origins’ tight controls, innovative level design and wealth of challenges to take on. Rayman Origins did all of this so confidently, too. Its world was strange, its collectables bizarre, but everything felt consistent. Cyclopean bat monsters, a mountable mosquito and pudgy trolls were all pieces to one eclectic puzzle that perfectly fit together. Tight controls make or break platforming games, and Origins’ were some of the best I had encountered in quite some time. The game had a great difficulty curve, too. What was at first a cakewalk became a no-nonsense “make one mistake and you’re dead” by the end of the game. I was left satisfied upon completing Rayman Origins, with an eye for what the team would do next.

The sequel for Rayman Origins, first announced as a Wii U exclusive title, became multiplatform leading up to its release in the fall of 2013, and in early 2014 for “next-generation” consoles (PS4, Xbox One). Rayman Legends looked to have the same charm, beautiful art and precision platforming offered by its predecessor. My positive experience with Rayman Origins, plus fantastic reviews, meant that Rayman Legends quickly moved to the top of my “must buy” list for the PS4. Unfortunately, as these things usually go, I was so busy playing other titles that I never got around to pulling the trigger on my purchase. And then as more titles came out, Rayman Legends slipped further and further down my video game backlog. However, two weeks prior to writing this, Rayman Legends was on sale for $10 on the PlayStation Network. With a price that agreeable, and a light release schedule for January & February, I knew that now was the time to play Rayman Legends. I am so happy I finally got around to doing so.

The gold bug looking things are Lums. The creature in the cage is a
Teensie. Clear? Clear.
Rayman Legends was chiefly developed by Ubisoft Montpellier and released on PS4 in February 2014. An evil teensie wizard has unleashed his dark magic on the land, using nightmares to capture the 10 princesses and fill the world with his monsters. You play as Rayman, his friend Globox, or his other allies to save the princesses and rid this dream world of the Dark teensies. All of this is told to you in an opening cinematic that lasts no more than a few minutes, and the plot doesn’t really matter when it comes playing the game. Your objective is to jump and punch your way through the levels, collecting golden lums (semi-equivalent to coins in Mario or Wumpa fruit in Crash Bandicoot), freeing captured teensies, and beating up the monsters along the way. Levels are presented as paintings in a large art gallery. Progression is tied to how many of the hidden teensies you free from the levels. After certain thresholds you break the locks on later paintings, allowing you to linearly advance through the game, going from one level to the next, or jump around to play levels that appeal to you. Rayman Legends offers you plenty of teensies to free so even non-completionists can get through the majority of the game without scouring every hidden corner of every level. That said, levels demand to be replayed a couple times to optimize your score and find as many hidden teensies as possible. At the end of each gallery of levels is a boss fight and one special musical level, but I’ll get more into that in a bit.

In many ways, Rayman Legends is the same great game that Origins was. The precise controls still feel great, never leaving you with any doubt on whether or not you can make a jump. Gaining momentum by sprinting or attacking allow you to perfectly titrate how fast you are moving, which is essential to fluidly move through the levels. Rayman Legends features the same analog style of jumping inputs as well. The duration you hold down the jump button determines the distance covered and height reached. This intelligently provides another layer of responsiveness to the player, so that missed jumps or tough sections more feel the fault of the player and less so that the game has unfair level design. This perfect control of your character even carries over to fighting enemies. Your punch attacks can be angled in any of the four cardinal directions, charged by holding down the button to make them go further, and performed in the air or while running. Rayman Legends also brings back the wall run, swimming and hover mechanics from the first game to great effect. Wall running was a favorite of mine. It allowed the player to run along ceilings and on sheer vertical surfaces and, with the ability to jump between parallel surfaces, made for some of the most memorable levels in Rayman Legends.
 
When you're being chased by a giant dragon boss, you RUN.
Also like Origins, Rayman Legends has the same beautiful art. Powered by the UbiArt engine, which has made some of the most gorgeous 2D games in the past couple of years (Rayman, Child of Light, Valiant Hearts), everything in Rayman Legends looks great. The game has a brilliant exuberance about it. Everything is light and fun, eccentric and colorful. Rayman Legends has this dreamlike quality to it—though it is weird, everything feels right. There is a fullness to Rayman Legends’ 2D world, and the game often employs the foreground and background to great effect to create game worlds that have a terrific visual depth. The attention to detail in the art is remarkable. From character models to monsters to obstacles to everything in between, you can see the work that went into creating this lush world. You travel through a verdant jungle, and underwater industrial fortress, a Dia de los muertos dessert world, and Rayman’s take on Mt. Olympus. I loved the design of the ten princesses you rescue, and subsequently can play as, throughout the game. Each time I unlocked a new one I would play as her just to see how her art looked in motion.
 
If you couldn't tell from the other pictures I included already, Rayman
Legends
 looks mighty fine.
Even more so than its predecessor, Rayman Legends is a game that does everything in its power to get you to play it and enjoy it. On the ‘play’ side, Rayman Legends is jam packed with content. There are 120 levels in game, many of which have sub-levels that allow you to move around in the same environment but with different goals. All levels can be played solo or co-operatively, allowing you to play the vastness of the game exactly how you (and your partners) want to. Rayman Legends also offers daily and weekly challenges. These levels are generated every day/week and allow you to compete with the world for high scores, incentivizing you to boot up the game every day. On top of all that, there is a competitive mode present called Kung Foot that uses the jump and attack mechanics to create a fun soccer-like mini game. Rayman Legends puts a particular focus on making the act of playing all of this content enjoyable. Unlike many other platformers, there are no lives in Rayman Legends. Combined with a generous checkpoint system, there is essentially no penalty for death. This allows you to play as seriously, or recklessly, as you would like to get through the game. Within each level are a myriad of rewards for the player to collect, too. Gathering all of the cheerful golden lums can unlock level trophies (gold/silver/bronze), which in turn increase your “Awesomeness” rank. Get a high enough score, and you are rewarded with a lucky scratcher ticket. Using the touchpad on the PS4, you swipe away at the ticket to reveal bonus prizes like lums, teensies, additional levels, or collectable creatures. I really liked that Rayman Legends appreciates that people play games for vastly different reasons and rewards you for nearly any style of play.

Rayman Legends brings a wealth of new ideas to the standard platforming experience, and is not afraid to change it up on the player constantly. Back from Origins are your standard exploration levels, chase levels, and boss fights. New to Rayman Legends are musical levels, which are fantastic. In these levels, you run / jump / attack all according to the music playing. Songs range from original creations to the covers of songs like Eye of the Tiger that have been Rayman-ified. Going through each of these levels was a blast—they play so smoothly and have such a joy to them that I found myself replaying each one upon beating the game. On the topic of musical levels, I wanted to take a quick interlude to mention how great the music is in Rayman Legends. The music is integrated into gameplay in a number of ways, as little ditties play when collecting rows of lums, enemy noises can synergize to create tunes, and more. While the music levels are a clear highlight, not all of the new ideas in Rayman Legends are as successful. One of these new ideas are ‘Murphy’ levels. Murphy is a second character you can control with a button press who will move obstacles out of your way, raise or lower platforms, and generally open new avenues of exploration. It is obvious Murphy was designed for the original lead platform, the Wii U, which utilized touch controls to move the character around. While its implementation in the PS4 version works fine, it controls a little awkwardly and slows the game down.

 Musical levels are a clear highlight. Just listen to how great
Eye of the Tiger sounds! They are so fun to play.

Rayman Legends is not without its faults. A major problem that persists from the first game is an overreliance on item collection. As you have read in earlier in my review, in each level you have so many things you can, and have to, collect to advance through the game. But even from a level to level, and screen to screen, perspective, this emphasis on collection bogs down the gameplay. With controls that are so precise and satisfying it is a shame that in many of the levels they are underutilized. If you are taking your time exploring every nook and cranny of each screen, making precision jumps with perfect timing is not usually required. The game really shines on levels where you are moving fast through the environment, like the chase and musical levels. Collection on the scale that is present in Rayman Legends slows moment to moment gameplay down substantially and does not play to some of the game’s core strengths. As a completionist I found the act of collecting these various items engaging, but just wish I could have done so more fluidly and quickly.

One personal gripe about Rayman Legends is the loss of late game challenge. By the end of the game, the levels are only marginally more difficult to complete than some of the earliest you encounter. Certainly some of this arises from Rayman Legends’ increased emphasis on accessibility and catering to all styles of play, as well as criticisms of Origins for being too difficult. But for me, as someone who loves challenge in games and relished some of the more hellish levels at the end of Rayman Origins, this design decision missed the mark. I suspect the team at Ubisoft recognized that this might be an issue, so they included some particularly tough daily & weekly challenge levels. Unfortunately, those can only do so much. Perhaps as a way to both include more content, and more challenge, Rayman Legends also included 40 levels from the Rayman Origins. This was great, as they made sure to include my favorite level type from Origins, in which you chase a treasure chest through a level as quickly as possible. I remember these being quite tough, so I liked their inclusion in the game. Still, nothing came close to matching the “Livid Boss” gauntlet from Rayman Origins, and I missed the natural sense of progression gradually increasingly difficulty provides. Here again, like with the heavy emphasis on collectables, the lower difficultly does the amazing controls a disservice.
 
Not as hard as it might look.
When looked at independently, Rayman Legends is a spectacular game that gets so much right. Its tight controls, gorgeous visuals, and dreamlike splendor are in a league of their own. When compared to its predecessor, however, some of the games faults become evident. Overall, new ideas seem slightly less successful in Legends than in Origins, but I applaud the work that went into the creation and execution of them. Still, Rayman Legends is a pure platforming experience that has playful energy and whimsy. It is a game that is fun to play casually or seriously, alone or with friends. All things considered, especially given the sheer amount of content in the game, Rayman Legends an easy game to recommend.

Rayman Legends

4/5

Friday, March 13, 2015

News & Views
3/7/15-3/13/15

I hope you enjoyed the special feature this week—it was great getting to attend GDC. As always, I have compiled a bunch of great stuff for you all to read. There were some big news items, like the next Hearthstone adventure and Uncharted 4: A Thief’s End delayed until Spring 2016. We all saw that one coming! I also came across some great pieces about gaming and gender, how my favorite Zelda game (Wind Waker) eschews conventions, and the dramatic tale of the not-as-deaf-as-he-claimed composer for Resident Evil. Kick back, enjoy, and see you all here again soon.

Spotlight
Christopher Beam, New Republic

Worth Reading
Charlie Hall, Polygon

Katherine Cross, Paste

Madeline Messer, The Washington Post

Ben Kuchera, Polygon

Patrick Klepek, Kotaku

And the rest!
Jared Petty, IGN
It is always great to see some of gaming’s oldest legacies, and Petty does a great job at detailing and demonstrating the first hidden secret in a video game.

Eddie Makuch, Gamespot
House of Cards is one of my favorite shows. One of the most pleasantly surprising aspects of the show is its depiction of the people who play video games. Aside from being a little product placement-y, it is great for a character to play video games and not be the stereotypical “gamer”. Makuch has a nice piece covering how the iOS/Andoid indie hit Monument Valley made its way into season 3.

Jake Muncy, A.V. Club
Wind Waker is my favorite Legend of Zelda game, due in part to its fresh take on the established Zelda formula. Muncy hypothesizes that Wind Waker breaks from Zelda traditions to warn the player about blinding following the path set before you.

Zeriyah, Hearthstone, Blizzard
You all know I love me some Hearthstone. I cannot wait to sink my teeth into more single player adventure content.

Alexa Ray Corriea, Gamespot
Corriea explores the relationship between the four male protagonists in Final Fantasy XV. This kind of “bromance” is a new direction for the series, and I am interested to see how the game handles the depiction of these intimate friendships. As if I needed another reason to be excited for the game.

Kahgro, Reddit (r/hearthstone)
More Hearthstone stuff! One of the most fiercely debated topics in the game right now is whether to change the extremely powerful Dr. Boom card. Reddit user Kahgro gives an insightful analysis of the situation and draws a well-reasoned conclusion that the card should be changed. Designers on the game, however, have recently said there are currently no plans to change Dr. Boom. So we will see what happens!

Neil Druckmann, Naughty Dog, PS Blog
A sad, if expected, delay. A relatively recent change in the project’s leadership led many in the games media, and myself, to assume that Uncharted 4: A Thief’s End would be delayed. Naughty Dog does not release bad games, though, so I’m sure this delay is for the best.