Tam Suggests: Kentucky Route Zero

 

 

 

 

 

 

 

 

 

Some of the best games I’ve played recently have been recommended to me by other people. I know my tastes, and I’m pretty proactive about finding games I know I’ll like, and as a result I tend not to listen to the games people suggest for me. A few things slip by, usually stuff that isn’t in my usual wheelhouse, and I usually get them from other people or the occasional errant thing I read on the web.

I’d like to add a feature where I suggest games I’ve played that I think are worth looking into for one reason or another. These will be “Tam Suggests” games, and I’ll be following up with another feature called “Tam Tries” which will be more of a standard review, done my way.

I’ll lead these off with a disclaimer: The game I suggest here are worth playing. This doesn’t necessarily make them good, and I don’t necessarily think everyone will like them. I’ll talk about why I think they’re worth playing, but don’t expect a lot of hard criteria-checking. In a review, I’ll be looking at the game holistically. For the Suggests series, I’m going to be focused on a small number of reasons that, despite its flaws, the game is worth your time.

Let’s start with one that’s been lodged in my brain for a few years now. Here we go.

2015-05-11_23-08-02

Kentucky Route Zero is a weird game. Aggressively, intensely weird. So weird it’s able to drive the casual observer far away.

Kentucky Route Zero is one of the best examples of art in videogames I’ve ever seen.

The premise is very, very simple. You are a deliveryman, driving through Kentucky and trying to get to your last stop of the night, and you’re fairly far away. On your way, you find yourself taking a supernatural shortcut, a mysterious route called Route Zero, or just “the Zero” by those in the know.

It’s played like an old-style point-and-click adventure game, and you move around solving puzzles and exploring, seeing the sights and pushing ever onwards towards your goal. You meet interesting people who’re going the same way you are, and sometimes make friends. The whole thing is done in an almost impressionistic art style, shadow play and simple shapes hinting at what’s there, rather than showing you outright. Here’s the trailer, see for yourself:

Things get weird pretty fast. Then they get really weird, even faster. I have a pretty high threshold for strange, so it didn’t really faze me, but I’ve spoken to people who’ve tried the game and couldn’t handle how strange it gets. I don’t think it’s nonsensical, it’s just a little bit sideways, and the logic of Route Zero is more Through The Looking-Glass than you might expect, complete with weird, non-Euclidean geometries.

It’s worth playing for the art alone, but the sound design deserves a mention (in fact, its sound design has won awards). It flits between the dreamlike and the ominous, but keeps the running theme of “it’s late and it’s lonely out here on the road” going strong. I’ve commented before that there’s no alone like 5am, and KRZ captures that feeling very well.

It’s got great visuals and music, though that’s not why I think it’s worth playing. It’s worth playing because it does some very creative things with game narratives that only games can do. A lot of games, even very beloved ones, imitate movies for their storytelling; one-sided projections of the story to the audience. Kentucky Route Zero appears to do that until the first time you talk with an NPC. It shows you what to prepare for by introducing your dog.

KRZ

It’s a simple, apparently meaningless choice. When you pick a name for the dog, a short blurb about the dog’s personality follows, and for the rest of the game, that’s the dog’s name and personality. Later, it comes up again, only you already know the dog’s name and whether or not the dog is friendly towards other people you meet is no longer your choice.

It’s a really simple concept as shown here, but it slowly gets deeper. When talking to NPCs, I can pick which conversation options tell which parts of the story I want to tell. It gets more complicated when I’m getting to choose what both sides of the conversation are saying, or even what multiple people in my slowly growing party have to say and when. Who interrupts whom, and who’s quiet while the others talk?

Eventually people will ask about your motivations, and this can lead into entire varied asides and different sorts of paths and conversations based on what you choose to say. At one point, I was helping set up a TV for someone, and at a certain point I could reminisce in a couple different ways about my parents and how they felt about TVs, or I could brusquely say “I know how to set up a TV”. I chose the latter, favoring action and displays of competence, and I was able to set up the TV without help. Later, a similar conversation came up and I opted to comment about my background as a mechanic and fix what needed fixing, rather than talking about it. The min-maxer in me enjoyed being able to just be good at whatever I wanted to say I was good at.

Some time later, two of the characters talked about how standoffish and aloof I’d been as Conway, and that control over the conversation came up again. I could have them argue, or mutually decide they didn’t like Conway, or show compassion.

As the game unfolds, you see more and more of the surrounding story– the colour gets filled in, if you will, but which colours you see vary based on your choices. It tells a very complex, winding story, but does so in a way that lets you explore it– not just the physical space, but the relationships with the characters.

It’s not for everyone, and it takes some excruciatingly weird turns, but the way in which it’s presented is really interesting, and I find myself looking forward to new chapters so that I can see where the story goes –where I can take it– next. It’s an experience I can’t really have outside games, and it shows off what the medium is capable of.

It may not be your cup of tea, but I think it’s worth a look.



Source: Digital Initiative
Tam Suggests: Kentucky Route Zero

Axe to Grind

Lung Infections Suck

cottonwood I’ve been in a strange place the last few days, where I am still recovering from what has turned out to be an infection in my lungs.  It has been allergies central around here and unsurprisingly my lungs have reacted negatively to it.  I had been dragging along for awhile with what felt like a constant persistent dry cough.  Last Friday I finally decided to go to the doctor when I coughed up a small bit of blood.  Turns out my lungs were actually in far worse shape than I thought.  Since then I have been on a pretty heavy dose of prednisone and am on the mend, but man…  I have to say I am still drained as hell.  I attempted to go to work like normal yesterday but ended up coming home about halfway through the day.  Today I am making another attempt to go a full day, so I am hoping the strength stays with me.  What is so strange about this one is just how drained I feel as a result of simply existing.

Why are my lungs betraying me you might ask?  The above photo is not intentionally abstract but instead my my phones camera attempting to focus on what are ultimately hundreds of tiny particles of Cottonwood seed.  This is what we jokingly refer to as summer snow, and with all the rain we have been getting the Cottonwoods have been blooming in overdrive blanketing the law with a mat of white fabric and making the air look like it is quite genuinely snowing.  Thankfully I have a day or two of reprieve thanks to the recent round of storms, but I am sure as soon as things dry up again the bloom will begin a new.  Normally this happens around my birthday in June but I guess all the moisture moved up the time table.  In any case it sucks to live through and I am just hoping that I can limp through until it has finished.  In the meantime I will continue to take this high dose pack of prednisone and antibiotics and pretend to be a normal human being.

Axe to Grind

ffxiv 2015-05-11 22-18-55-06 For months now we have been slowly keying folks through the various primal fights in our Final Fantasy XIV free company.  While a chunk of us have been sitting on the Ifrit step, the final of the original set of Extreme primals… it seemed like every time we set out to attempt it we were missing a seventh or eighth that also had it unlocked.  So we would once again shift focus and do another round of Garuda or another round of Titan to get people caught up.  Last night, finally after a new round of Titaneers we managed to get eight people on at the same time with the ability to do Ifrit.  Now I realize I could have been pugging my way through the primal encounters, and with all of the mount farming parties this is a relatively straight forward prospect.  There is just something rewarding about doing a fight that is new to you, with nothing but your free company surrounding you.  It makes the kill that much sweeter and the experience that much more magical as you accomplished a new mission with friends.  Once again we went into the fight without much research, but managed to pick up the basics extremely quickly.

ffxiv 2015-05-11 20-43-37-55 It took us several attempts but by the end of our first night ever working on the boss we had downed an Ifrit and moved on to other things.  I cannot tell you how happy it makes me to get this quest out of my log.  I know the big push for this at least from Ashgar’s side was to get the sweet axe I am pictured holding in the first picture.  For those who have completed some of the later story, you will recognize this as the axe that Moenbryda wields.  It is just one of many weapons you get as a reward for defeating the original trio of Primals, but I went with the axe because it is probably one of the more unique appearances in the game.  Now I doubt if it will ever offset my usage of my Malignant Mogaxe, but it is still pretty awesome to have it as an option for when I decide to change up my outfit a bit.  Glamouring/Transmogging/Wardrobes are one of the simple pleasures of a modern MMO.  The ability to look like you want to look is what makes these games fun to play for me.  Gone is the era of looking exactly like every other player in the game, and here to stay is the ability to craft your own appearances.  After playing Everquest and being able to tell every single item a player was wearing based on its color and appearance…  I have to say I am happy to be living in modern times.

Back to Nael

ffxiv 2015-05-08 19-17-57-51 Yes I realize this is not a picture of Nael Van Darnus but I didn’t snap any pictures from our attempts on Turn 9 last night.  Instead this is a picture of me rocking the Garuda bow because I finally feel like I have an outfit floofy enough to support it.  This weekend I managed to finish getting my 120 set from World of Darkness which makes up a chunk of the outfit above.  Since picking up the Garuda bow I have been looking for a reason to use it, and finally I think the gold and white in the Bogartyr coat works well enough with the gold and white on the bow.  Now if anyone tells me that is really blue and black I will reach through the internet and punch them in their soul.  A few weeks back we set down on a new mission, which involved alternating between working on coil and working on other things.  Since then we have finished the original three primals, Leviathan Extreme and Odin and as a result feel like we are no longer beating our heads against the wall that is turn nine.  Coming back to Nael tonight felt far more fresh than it has in a long time.

I was somewhat concerned that we would have lost progress, but in truth we picked up right where we left off and started making fast progress.  Everything about the fight is smoother now and we have been making it into the final dance phase every single attempt.  The awesome thing about this is that it feels like last night we were finally getting the pattern down.  In fact the last few attempts we were making it to the dive bombs phase consistently.  Now if we can just master where the dive bombs need to go… I have a feeling we will be clearing turn nine finally and moving on to the final coil.  I love my static group, and I love the way folks just keep plugging away without getting frustrated.  We have been on this boss for a very long time, and no one seems to have any diminished desire to KEEP doing the boss, or keep trying to succeed.  In fact everyone seems to keep doing little things here or there to tweak their performance and make things work more smoothly.  I love my free company, and I love the raid we have built around it…  my hope is that we can keep trying to get more people into the mix and maybe with Heavensward expand to a third static because the two we have now are just awesome.



Source: Tales of the Aggronaut
Axe to Grind

The light at the end of the tunnel

Last night we spent a third of the raid time killing Ifrit which took us about 4 tries to get past all the pitfalls, and then the rest of the time was back into turn 9.

Turn 9 has taken a weird progression. Every individual phase is this giant monumental task and when you finally get past it you hope “can we now just kill this stupid boss?” We took about a month before we finally got the boss into phase 4, and the hope was very much “can we now just kill this stupid boss?”

Phase 4 is by far the most demanding thing I’ve ever been asked to do in a raid. I have the job of marking dive bombs, which means in addition to doing an incredibly intricate dance around the arena to deal with boss mechanics, I am also expected to place the ground markers for dive bombs. Dive bombs can take 3 different configurations and based on which one it is in, I have to mark different areas.

This is what we should do
This is the chart I keep on my second monitor so I can direct the raid to the safe spots

Last night we had one attempt where I had marked both locations in enough time and we had enough people up. All we needed to do was get past dive bombs and everything was rinse and repeat.

We did not get past dive bombs, but what I did glimpse was the possibility of us beating this fight. I saw the light at the end of this tunnel.

What we actually do
A diagram representing how our raid actually handles divebombs

We’ve been working on Turn 9 for almost three months now, and the fact that we are still playing this game and don’t hate each other is a testament to both the game, our leader, and our group’s resilience.

On Wednesday I get to dive right back in with a pretty green group, so I look forward to learning the fight all over again.

Wish me luck!

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Back But Don’t Play

Supporting Kickstarter

wasteland2 This morning I am going to tackle the second talkback topic for the Newbie Blogger Initiative because it is actually one that has been on the hearts and minds of the AggroChat folks for the last few weeks.  For the April AggroChat Game Club game I chose Darkest Dungeon, and since then the topic of playing “unfinished” games has been somewhat of a recent discussion among us in private.  The fact that the game was unfinished caused numerous problems, not the least of which was the simple fact that we were never quite sure if this or that functionality was intended… or just unfinished.  So I feel like I was not able to give it a really solid testing, because I don’t know what might change between now and when the studio deems the game “finished”.  The prompt however for this talkback is pretty straight forward but my answer is going to be a bit more nuanced.

Early Access and Kickstarter – Do you support unfinished games?

So for the first part… yes I wholeheartedly support the backing of unfinished games.  I’ve backed more than I can count at this point through either Kickstarter or company specific initiatives.  I think Kickstarter is a pretty awesome thing, and it has caused a lot of things that I care about to see the light of day.  I’ve backed both software and physical merchandise projects through it, and have been relatively happy with pretty much every project I have ended up chipping in on.  Kickstarter does a lot of things, but the biggest one to me is that it allows me to vote with my dollar on what I think is going to be an idea worth making.  I rarely back very far into a given product tree, and the end result is me usually getting a cut price copy of the game at launch.  While many of these games offer a double platinum early access alpha program…  that is not so much what I am interested at least not any more.

Tired of Alphas

Once upon a time I wanted to be playing every single game I could get my hands on.  I reveled in the fact that I had alpha and beta tested most of the MMOs out there.  For a period of time this was something that was achievable because at any given moment there were a very limited number of Alpha and Beta test programs available.  Somewhere along the line I noticed that playing an Alpha seriously adversely effected my chances of staying with a game for very long after release.  In essence I would burn myself out playing the Alpha, so that when launch happened the game felt very old and tired to me.  The pinnacle of this problem happened for me with Elder Scrolls Online.  I seriously cared about the release of this game, and I took my Alpha testing duties seriously.  I was told at one point that I was in the top 1% of all bug reporters in the game, and every single time we played I spent most of my time reporting and re-reporting issues I saw.

The problem here is that I had been alpha and beta testing builds of this game for a good year before the game actually launched.  So while I only managed to play about three months after the launch of the title, in truth that was around 17 months of me actually playing the game.  Huge chunks of the content I had literally seen hundreds of times, and remembered each of the different incarnations.  The additional problem is I had trouble letting go of the past.  There were some changes made in that game that I considered “for the worse” and myself and many of the other early testers rather vehemently pined for the imagined “good ole days” of early alpha.  Memory is always an incomplete state, and what we remembered was this or that feature that stood out in an ocean of an otherwise broken game.  The final product was so much better than the one we were requesting they return to, but we got hung up on the minutiae of this or that feature that we missed.  Basically I learned that Alpha testing ultimately ruined my enjoyment of the final product… and it only took me twenty some years to wake up to this fact.

Back But Don’t Play

Ultimately I have a very nuanced stance on Kickstarter.  I am more than happy to donate money towards a cause that I believe in like the creation of a brand new Wasteland experience on the PC, or any of the other games I have backed that let me wallow in the nostalgia of my youth.  Generally speaking I now back just far enough into it to give myself a cut rate copy of the game at launch.  Then when I get said copy and any bonus trappings… it seats neatly in my Steam account until I am ready to play it.  I might boot it up periodically to check on its progress, but ultimately I am not going to start the game for real until I see that note from the developer talking about how the game has launched.  The problem is this also means I am phenomenally bad at tracking the progress of games on Kickstarter.  I almost always have a message that needs to be responded to about this or that game but this is what works for me.  It lets me feel like I am backing things that I believe in, but also gives me the piece of mind of not actually starting a game play session until the game is “finished”.

As far as other games that are in a permanent state of development like Minecraft…  once again my feelings are a bit more nuanced.  Paying to play an alpha does not really bother me, if the experience and the enjoyment itself is worth paying to play said alpha.  I got into Minecraft for example during its pre-beta days when you could pick up a copy for well under $10.  I have gotten easily $1000 worth of enjoyment out of that game.  Similarly while I don’t play them nearly as often I have gotten more than enough happiness out of both Trove and Landmark to recuperate any costs I might have put into them.  Ultimately backing an unfinished game, and playing said unfinished game is not an entirely bad idea… so long as you go into it with the thought process that you are playing something that isn’t quite done yet.  Early Access games are in essence paid betas, and if you can live with that… awesome…  if not wait for the release of the game.  I personally have found that the games I played heavily in Alpha and Beta get more enjoyable over time, and going back a year after launch I end up really enjoying myself.  So that is to say that the games I ruined through Alpha testing…  are not in a permanent state of ruined as evidenced by my recent travels into Guild Wars 2, Wildstar, and Star Wars the Old Republic.  Ultimately you have to figure out what works for you, and the amount or risk you are willing to take.  If I feel like I am going to care about a game, I try my best not to burn out before launch.



Source: Tales of the Aggronaut
Back But Don’t Play