Week In Gaming 12/20/2015

The Week of Star Wars

This week was all about either waiting for Force Awakens or riding the high after seeing it.  Some other stuff happened in the middle, like on Tuesday I went yet again to RiffTrax with some co-workers and had a blast.  This time around was Santa Claus and the Ice Cream Bunny, and apparently it was a slightly new version where they include the story of Jack and the Beanstalk instead of apparently Thumbelina.  I have to take their word for it, because I did not manage to catch the previous version.  However coming up is a rebroadcast of Starship Troopers, which is one of the Riffs that happened before we started doing this as pseudo team building.  In truth it has very little to do with building morale… and more to do with the fact that we just share a similar sense of humor.  So I am looking forward to that in mid January.  The only negative with this week however is that quite literally I did not actually get to spend any length of time with my wife until Friday.  On the nights I had free she was up at school doing prep work for the end of the semester and the rest of the nights I had something going on.  I am really looking forward to the break however… because we tentatively have planned a movie marathon for Christmas day.  My wife has not seen the original Star Wars films since the theatrical release of the special editions in college.  So right now the plan is to marathon through all of them and take her to see Force Awakens afterwards.

Whole Lotta Nope

Week In Gaming 12/20/2015

There has been a lot of buzz about Black Desert Online, and largely the thing that everyone seems to talk about is just how detailed the character creation system is.  You certainly can create a bunch of really pretty characters, but for me at least that is where the game starts to fall apart.  I had largely avoided this game, because I didn’t like the concept of having classes tied to gender and to some extent “race” or what passes for race in the game.  So to play the berserker type class, you have to play this mammoth Giant race of a character.  My trip through Nopeland started however when I tried to install the game.  I had all sorts of issues just getting the installer going, and when I finally got it loaded it booted up and sat on a black screen for fifteen minutes or so before finally loading into the game.  The interface itself…  feels cheaply made and I am really not sure how to quantify it other than that.  Once you get into the game… you have an action MMO driven off of left and right mouse buttons.  I tooled around the starter area and honestly…  I just didn’t like what I was feeling.  It does a thing… that many other games have done better.  Sure the character creator allows you to pretty much live any possible player fantasy as far as looks go… but the game itself didn’t feel that fun.  So at this point I have already uninstalled it, and will throw this game is the same bin I tossed TERA.  Extremely pretty, but didn’t feel like I wanted it to feel.

Mount Chase

Week In Gaming 12/20/2015

I am not really sure how I allow myself to get drawn back into holiday events, but right now there is one happening in World of Warcraft that has a chance of dropping a Yeti mount.  Since the very first Winter Veil event, I have had an affinity with the Yeti, and used to save my charges of my mechanical Yeti each year so I could play with it off and on.  Similarly when they added the first mechanical yeti battle pet… I had to have it.  So it is no surprise that I am finding myself doing Holiday dailies each day in a vague attempt to get a Yeti mount from one of the Savage Gift satchels.  I am going to be pissed as hell if I do not manage to get one this year.  Essentially each day has the same basic flow, where I start with Belghast and cycle through all of my characters that can do the holiday quests… mailing all of the tokens to Belgrace on the horde side and then purchasing four savage gifts…  only to be disappointed moments later when none of them yield the mount.  I have managed to pick up the pet, so that at least is a positive.  Of all of the holiday mounts I have chased over the years…  I have very few of them.  The king of all teases has to be the Headless Horseman mount, that I always make attempts on… only to be disappointed when I have zero luck getting it.  The love rocket is another one, but that one I really don’t have much desire to get… other than for completion purposes.

Proper Tankadin

Week In Gaming 12/20/2015

This week a lot of my focus has been on the MooCowAdin, largely because he is the one opening all the Savage Gifts.  The root of my focus however has been to get a good weapon, which I FINALLY have in the form of the sword above.  It is a blue baleful that has been upgraded to 705 via the 20,000 apexis crystal token and two valor upgrades.  Finally I now feel like a proper tank, and am finally what I would consider a viable option for the Sunday night raid.  As a result I have been doing most of my daily quests in tanky form to get used to doing all the tankadin things.  I have to say I am absolutely in love with Light’s Hammer.  It is like the best possible version of Death and Decay… it slows and deals damage to enemies… and heals allies at the same time.  Who could ask for more?

The Orclock

Week In Gaming 12/20/2015

My downtime character is still Belghula the Orc Warlock.  I am enjoying leveling by dotting everything up and running around like mad until it dies.  Thanks to Tam for teaching me the ways of playing a damage over time class Week In Gaming 12/20/2015  At some point I need to start with the dungeons… but right now I am sitting just shy of 20.  The Northern Barrens are getting a little stale, so I am hoping that soon I will get the quest starter to jump to the next zone.  I’ve not really made it terribly far in the horde side quest chains, so I am kinda amped to see the later areas.  I am also working on leveling Tailoring so I have a bag maker, and enchanting so I have the ability to do enchants.  The next character I run up will absolutely be a herbalist/apothecary so that I can hopefully at some point make my own raid potions.  That has been the hardest reality check for me…  the concept of starting over with a fresh stable of characters and no infrastructure.  I guess that is a slight lie, because the guild horde side keeps shoving stuff into my hands and seems more than happy to support me…  but I am very much a person who prefers being able to support myself.  So I need to knock out some more characters so I can start to do that.  I am going tailor first because the biggest problem I have right now is the lack of a bag maker to feed my alts.

AggroChat #88 – Force Awakens And Formulae

Tonight Ash, Bel, Kodra and Tam talk spoiler free Star Wars Force Awakens, and a Formula for determining the most influential games

aggrochat88_720

Tonight we have a smaller crew as both Grace and Thalen were unavailable, but we still manage to record a full show.  For weeks ahead of the launch of Star Wars Episode VII – Force Awakens we talked about this show being our discussion of Star Wars.  However…  since there are already so many spoilers floating around the internet, we did not want to add to the volume.  We still absolutely talk Star Wars but we do so in a way where we discuss our feelings and impressions… and not any details of the plot.  So you can listen to the show and feel confident that you won’t get anything spoiled.

We also delve into this mission that Tam has been on lately, where he is trying to come up with a definitive list of the most influential game titles.  He has created a rubric with which to judge games, and has been delving into every game that has essentially ever been reviewed.  This is in fact a path to madness, but it is one I will cheerfully wave at Tam while he goes down.  This ends up being an interesting discussion about what makes a game influential.

On the show we discussed…

  • Star Wars – Force Awakens
  • Star Wars Battlefront
  • Destiny – Sparrow Racing League
  • Most Influential Games
  • Tetris
  • Super Mario 64
  • Sega Saturn
  • Sony Playstation
  • Nintendo 64
  • Infinity Minatures
  • Minature Gaming
  • Teaching Gaming Skills
  • Not Ready for Games of the Year Show

 

Santa and Grumplings

Santa Lives

I’ve been going through this strange set of emotions since getting out of the movies on Thursday night.  One of the things I am learning about myself is that I am in fact deeply susceptible to nostalgia.  Growing up I honestly thought I was not nostalgic at all, because the things I cared about never seemed to align with the things I was supposed to care about.  Photos for example are just not one of the things I care about that much, and the only time I take a photo of something is when I want to show it to someone else.  I have a pretty good memory when it comes to visual images, and I can always summon up images from the past when I want them… and as such I never placed much value in having a physical representation.  My mother on the other hand…  that is the thing she finds most important in the world and has taken volumes of photos that the world will likely never see… because she never does anything with them.  My nostalgia… seems to be firmly rooted in the things and places that gave me the most joy in the world.  The king of all of this will always be Star Wars, because it truly was my first love.  For so many years I doubted my memories, or at least doubted that I had as much fun with Star Wars as I seemed to remember.

Then Thursday night I watched Force Awakens and remembered just what it was like to experience that level of joy again.  Now I am just riding the giddy contact high of the experience, and looking forward to talking about it with anyone that has already been indoctrinated into the club.  Yesterday there was a sequence of tweets trying to decide when it was time to talk about the movie, and I guess personally… I am going to wait until January 18th.  I am going to give the world a full month to watch it before I start openly talking about spoilers and spreading the world with my theory crafting.  Spoilers are such a weird thing…. because for me personally they do not adversely effect my enjoyment of the movie.  I personally guessed at four or five of the plot points from the movie, and it was in no way tarnished for me when I saw them coming.  In fact there was a bit of strange excitement coursing through me when I realized that things were playing out in one of the ways I had imagined them.  For others though… once something is spoiled it ruins the experience, and as a result I am going to try my best not to ruin anyone else’s.

The “A” Team

Santa and Grumplings

I love the Star Wars universe, and while I was greatly disappointed for years…  shows like the Clone Wars and the current Rebels made me remember just how awesome the setting COULD be.  I think they were essentially the gateway to allowing myself to indulge in the hype leading up to Force Awakens.  The problem with Rebels is that as good as it is…  it isn’t the team of characters that I wanted to be engaged with.  Shows like it or Agents of Shield… no matter how amazing they might be… will always be stuck in the rut of being the “B” Team.  These are the characters that are ALSO in the universe…. but aren’t really the characters that you really want to be watching.  While shows like that might raise the excitement level a bit every now and then with a “special guest appearance” you know at the end of the day… you are never really going to get back the characters you care the most about.  While to some extent the new movie is setting up a brand new cast of heroes to take over the throne… in the form of Finn, Rey, Poe and Ren, it still very much feels that we are going on another adventure with the characters we grew up loving: Han, Luke, Leia, Chewie, R2, and C-3PO.

There is a continuity that other derivative products lack, and in a way I am more okay knowing the cast of the original trilogy will always play a secondary role in this new trilogy of movies.  The Avengers are still an active team… and while they exist… Agents of Shield will always be the lesser product.  Similarly no matter how cool Rebels is… and how awesome it is for filling in the gap between the prequels and rebellion era movies…  it will always be the story of people we didn’t know existed until Disney told us they did.  So in the meantime I am going to embrace the joy I am feeling, because there were points yesterday where I wanted to take my hot-wheels Millennium Falcon and go running around the office making “space” noises.  There is a kid inside me that has woken up, that has not been awake since the 80s… and I am perfectly okay with hanging out with him again.  Part of my whole mission to limit the negativity in my life, and to be less cynical…  was to be able to truly feel unbridled joy again… and this movie has paid off in spades.  Sure I am almost forty years old… and sure I probably shouldn’t be enraptured by Star Wars.  To that I say “fuck it” I get to decide what sort of Adult I am going to be, and I choose to be the one that never really grew up inside.

Grumplings

Santa and Grumplings

The most annoying part of any in game holiday event… are the things you have to fight other players for to get spawns.  In the new Winter Veil garrison event, you have to fight players for patches of snow on the ground, in the hopes that instead of getting a snowball of various kids…  you get a Grumpling pet.  Last night after looting many piles of snow I managed to get one… and now I am done touching those piles of snow.  I am not going to be one of these players that tries to profit off this event, because it is my hope that by removing myself from the picture others will have an easier time getting their own Grumplings.  Now however I am still going to be completing the daily event… until I get the damned mount.  I’ve decided to send all of my packages to Belgrace my MooCowAdin, because he seems to be the closest to getting all of the appropriate factions for the flying mount.  So among the four characters I have that can do the daily, I am hoping ONE of them gets the stupid mount.

 

The Best Games of All Time (Part 4: Genre Pinnacles)

Based on my initial criteria, there are a LOT of games that make it into consideration. I want some way of organizing them sensibly, so that I can explain not just what games make the list, but why. To that end, I’ve got the following categories, to help me filter games:

  1. Enduring Classics
  2. Medium Changers
  3. Genre Pinnacles
  4. Right Place, Right Time
  5. Honorable Mentions
  6. Why Didn’t I Include…

The first four cover games that I think make the cut for “best games of all time”, the latter two are for things that are close, or aren’t eligible for inclusion for one reason or another. I’ll be doing each one, day by day.

Today, “Genre Pinnacles”. These are games that are, straight up, represent the very best of bygone eras of gaming, that are still relevant and still important even though games like them largely aren’t being made anymore. Most (all) of these are 2D-era games, mainly because I feel like claiming that a game is the pinnacle of a genre that’s still being developed is somewhat premature. They each represent a start of a thread that has moved forward and influenced the games that follow in subtle ways, not the massive shifts of the Medium Changers.

Additionally, this was an interesting list to put together, because the results weren’t what I expected. I expected to see a fairly broad spectrum of games in this category, but as I did research and double-checked my initial criteria, things started gravitating to a particular place. Here we go:

Super Mario World

Like Super Mario 64 after it, Super Mario World launched a console, and left a lasting mark on 2D platformers. It had exploration, it had secrets, it had varied environments and exciting enemies. It had a world map that felt gigantic, and entire hidden worlds to find. It demanded that other platformers keep up with its tight controls and sharp features, and only a small number could. It combined wide open levels and tight, cramped spaces, difficult platforming and fiendish enemies, and through it all still introduced new concepts to Mario games that have endured.

It also introduced Yoshi, a character so beloved he’s gotten his own spinoff series multiple times over, and who also took center stage in the one generalist platformer that managed to dethrone Super Mario World:

Super Mario World 2: Yoshi’s Island

Yes, it’s a sequel. No, it’s not even remotely the same game. Five years after the launch of Super Mario World, Yoshi’s Island hype started circling, and it was weird. It was a Mario game where you didn’t play as Mario, where Mario was a macguffin for you to keep ahold of. Then we got to play it. The game is brilliant, with delightful music, levels that are more than just “run right until the end”, which described a majority of levels even in Super Mario World, clever bosses, and memorable mechanics. In the same way that Doom became a primer for 3D level design, Yoshi’s Island was a primer for the highest tier of 2D level design ever devised, and it largely hasn’t been topped since.

In addition, Yoshi’s Island introduced the very start of an idea that has continued to develop ever since: the minimalist UI. Yoshi’s Island’s UI appeared contextually, showing you what you had as you needed to see it, rather than all the time. Rather than a counter for ammunition, you could see your actual ammo trailing around behind you in the form of eggs, and you could see how many you had without referring to a text overlay. It proved that in-game messaging could be highly effective, and was a game that wanted you to look at IT, and not the overlay on the screen. The better our technology has gotten, the better we’ve gotten at this, and Yoshi’s Island kicked it all off.

Mega Man X

Mega Man X is a brilliant game. It’s challenging, highly complex, with lots of twitchy mechanics and a selection of usable weapons broader and more varied than even the most insane FPS, and yet it is a game that seamlessly and effectively teaches you how to play it every step of the way. It holds your hand without letting you realize it’s doing so, and as a result you learn to play it without realizing that you’re being taught. It invented the tutorial level, and while it’s been implemented inexpertly ever since, it’s also allowed deeply complex games to arise without forcing players to pore through a manual just to figure out how to play. Mega Man X taught through gameplay, and it’s no coincidence that manuals started getting slimmer and less necessary starting then.

On top of that, the game has excellent visuals, memorable music and sounds (I can still hear the blaster charge-up sound in my sleep, and the sound of getting health back), and extremely clever level design and bosses, breaking free from the boxes of previous Mega Man games and, indeed, most platformer boss battles and showcasing wide open boss stages that were playable while still being more than just a single screen. It also showed off how movement could make a huge difference, and wall-jumping is now standard in platformers, as is the dash.

Sonic the Hedgehog 2

While Mario was showcasing the beauty of wide-open generalist platforming, Sonic the Hedgehog was delivering a different thing: intensity. The name of the game for Sonic was speed, and it offered a visceral satisfaction that’s hard to top. Sonic was about speedrunning before speedruns were a thing, and the game leaned heavily on its tight, responsive controls, arguably even tighter and cleaner than Mario. Really pushing the envelope for visuals and effects, Sonic attempted to make the battle about cool graphics and high skill, an angle that Mario couldn’t compete in, and thus Sonic found its niche.

Sonic 2, however, had a little detail that made it different. In the game, you ran around not as just Sonic, but as Sonic and his friend Tails, who by default ran along behind Sonic and kept pace, mimicking his moves but contributing relatively little except for the occasional ring pickup or followup hit on an enemy you missed. That is, until you plugged a second controller in. Do that, and suddenly Sonic 2 wasn’t a game you were playing by yourself, it was a co-op game. Better yet, unlike Mario with its shared lives and “I go you go” co-op, you were both playing at the same time and the second player couldn’t really interfere. You could play with a friend as good as you were and crush levels, or (if you’re me) you could play with your four year old sister. Not only could a (much) younger sibling or other unskilled player join you, it didn’t matter how bad they were at the game. They got to contribute, and you were happy to have them, no matter how awful they were.

It would be almost 20 years before we’d see this implemented so well again.

The Legend of Zelda: A Link to the Past

The Legend of Zelda is a really important series. It’s a style of gameplay that blends puzzles, exploration, and action-RPG mechanics in an extremely iconic way. In a lot of ways, it has struggled to differentiate itself as it’s moved to 3D, skewing towards new mechanics and more outlandish settings with classic Nintendo polish, rather than simply being an expression of the very best action-RPG out there. A Link to the Past is the last Zelda of that time, when Zelda games were the highest quality action-RPGs available, and everything tried to be like them.

From the moment you step out of your house, unarmed, into the pouring rain to look for your uncle, the entire game feels weighty, and huge. When you’ve gotten your bearings and have mastered the world map, the game shifts, revealing that no, in fact there is an entire other world map hiding in the background, with more than twice as many dungeons, and that you’ve only just started.

A Link to the Past has been the style that Zelda games have continued to return to as well, with many of the most successful releases drawing on its style, particularly for handhelds. It says a lot about the quality of Link to the Past that some of the most glowing praise for a recent entry is that it’s “just like it”. To be so good that players crave the experience more than two decades later says a lot.

Super Metroid / Castlevania: Symphony of the Night

I don’t know a lot of games that people religiously play more than once a year, but Super Metroid is on the list. It combines the open-world exploration of Super Mario World and the exciting, varied combat of Mega Man X into one big package. It advanced on its predecessor with improved graphics, more varied gameplay, more powerups, and more of, well, everything.

Castlevania is a similar design, but a totally different approach. It was one of the few successful platformers of the time where your primary attack was a melee strike, and it paved the way for a variety of similar games. Special weapons were temporary, and cycled through frequently, but the overall experience wound up being varied and almost a precursor to the limited-ammo survival horror games to succeed it.

Together, these two games make up “Metroidvania”, its own subgenre that has seen a huge resurgence recently in a variety of ways, and drove a huge amount of that style of game both while they were new and fresh and since.