Thursday, May 3, 2018

Dishonored - Improvisation Run - Part 1 - Twitch VOD

I've been wanting to play Dishonored for an LP ever since I completed the Hitman Let's Play series, but I was struggling to find time to do it.

Then in walked streaming into my life, and suddenly what would've been a huge commitment is now much easier on my time.

The idea for this run to be more "improvisational" than I usually am when playing Dishonored or any immersive sim. When I play for myself, I tend to save scum. If something goes wrong, I'll glad boot up an old save and do it again. And since I'm constantly on the Quick Save key, I'm rarely thrown back too far.

Since so many of the great stories from this genre are born from screwing up and adapting in the face of adversity, I want to force myself to roll with the punches. Since nobody enjoys watching someone else save scum, doing this on stream will force me to break the habit.

It's also nice to have a presence to bounce ideas off of while playing the game. Knowing someone is watching makes it easier to roll with my train of thought and communicate my ideas.

Anyway, I hope you enjoy. If you want to watch this live whenever I next record, be sure to follow my Twitch channel.

Friday, April 27, 2018

Twitch VOD - Detroit: Become Human Demo

Okay, video content is simply hard to produce on a consistent basis. Editing videos takes time, and doesn't allow for much interaction.

Streaming is comparatively easy, allows for audience participation, and automatically saves a video of the event. This makes it a lot easier both for me to make content for you, and for you to have your voice heard.

My friends David Phillips and Andre Doucet joined me to play the demo for Quantic Dream's Detroit: Become Human. Here is the result:

Saturday, April 21, 2018

#118: The Dangerous "Lessons" of Far Cry 5

I make no secret of the fact that Ubisoft and I have an on-again, off-again relationship. Every now and then they create a game like Assassin's Creed: Origins, that I can easily sink 50+ hours into without thinking -- sure, it may have its flaws, but there's clearly a level of love and care imbued into the final product. Other times, they are liable to produce content like Watch_Dogs, which paints itself as a typical, by-the-numbers open-world revenge story that left me sour and disappointed. From my previous experiences with 3, 4, and Primal, I was expecting the fifth entry in the Far Cry franchise to be dumb but otherwise milquetoast: A decent open-world shooter with a story that brought up some interesting ideas that ultimately go nowhere.

Instead, what I received was one of the worst stories I had ever seen in an Ubisoft game. Even more than the villainous Aiden Pearce in Watch_Dogs, Far Cry 5 left me contemptuous and ultimately resentful of the direction the developers chose to go. There are some very dangerous implications behind the story, particularly the ending, and they need to be discussed. (Though it goes without saying, there are spoilers abound, so read at your own risk.)

Saturday, April 14, 2018

#117: What Can the Dominaria Leak Teach Game Publishers?

The game industry is notorious for a number of problems, one of them being an almost complete unwillingness to let any information slip out even a second before schedule. But almost paradoxically, despite this level of secrecy, leaks are commonplace. Gaming journalists like Jason Schreier and Laura Kate Dale over at Kotaku have broken stories of upcoming projects, games, and announcements with great accuracy, and before the publishers in question wanted the leaked knowledge to go public.
That said, video games are not the only source of entertainment with such unscheduled reveals. Early last month, one of the oldest collectible card games around had a premature disclosure. Before the leak, it was widely known that Magic: The Gathering's next set of cards would take place in the plane of Dominaria, but one of their offices in China erroneously sent out specifics on what cards would be contained in this set, along with mechanical or verbiage changes that would be in effect going forward. I'm not interested in discussing the leak itself in any significant detail. Instead, I want to discuss the response from the company that makes Magic, Wizards of the Coast(WotC), and how they provide a stark contrast to how the game industry handles similar events.

Yet before we do, it's important to understand how the game industry tends to act when details are revealed to the public before their intended date. When leaks happen, the first thing publishers almost always do is deny it in very specific terms, or go radio silent. Before her current job at Kotaku UK, Laura Dale was a journalist working for Destructoid UK, where she disclosed that a new DLC project, titled Rush of Blood, was coming to Until Dawn for the PlayStation 4's VR headset. The developers, Supermassive Games, hosted an AMA on Reddit shortly thereafter, where they both declined to comment on the story and specifically stated that there was “no DLC” in the works.
To most people, that reads as if the story Laura Dale reported had no basis in reality, but that would've been a misconception. Until Dawn: Rush of Blood was absolutely being developed for PlayStation VR. The difference is that it was never going to be a DLC for the base game: It was a stand-alone. Technically, no lie was ever spoken, as the claim that “no DLC” was being developed was completely true. Still, rather than just reveal that game's existence, both Sony and Supermassive Games deliberately tried to obfuscate the truth of the matter. In the similar case of premature release of the PS4 Slim, Sony took the less egregious path of just declining comment.
Denying the story isn't the only thing publishers are viable to do in response. Occasionally, punitive actions are taken against the outlet who released the information. Historically, this comes in the form of blacklisting said source, refusing to answer inquiries from them and/or give them pre-release product for the purpose of review. Kotaku has famously been the victim of several such orders, with Bethesda as a result of their Fallout 4 leak and Ubisoft after Assassin's Creed: Victory (later Syndicate) details were disclosed prior to the game's official announcement. Laura Dale faced similar stonewalling from Nintendo after uncovering the existence of the Switch. While these companies are obviously within their rights to refuse requests for comment, deny rumors, or to hand out review copies, it frequently comes across as needlessly combative.

Which brings us back to Wizards. Shortly after the Dominaria spoilers came to light, translated within days after its release, WotC wrote a blog post on their website about it. Rather than pretend it didn’t happen and sweep it under the rug, they publicly acknowledged the existence of the information. In order to avoid potential confusion, mistranslation, and idle speculation, their team opted to provide official copies of the leak's contents in various languages. This isn't to say that they were happy it happened, and even in their acknowledgment WotC says they are disappointed in how this information came out, but they were able to roll with the punches. There were even plans to accelerate the pace of the reveal until the fans themselves said that while they were excited: They still wanted something similar to the “usual” hype that surrounds a new set being released.
Admittedly, I and many of my friends who play Magic would not have heard about these leaks without Wizards official acknowledgment of them. That said, most of us had our own separate reactions to it. Scouring through list of new cards, I was already starting to plan new decks, and modifications to decks I had already built. I and one of my co-workers began to talk about how some of the new rule changes could impact the games we play over lunch. Some of my gender-nonconformist friends latched onto the fact that “he or she” would be replaced with “they”, both reducing the wordiness of card text and subtly acknowledging the existence of the gender spectrum. There was a lot to talk about, and almost all of it was positive. Despite the way it came out, it was still cool to have the “hype train” start a little early, and all of us were excited to see what else would come.

My point isn't that game publishers necessarily have to go public and admit the full details of every project that gets leaked. WotC didn't even do that. They kept more than a few details, like the art for the cards, secret so they still had something to surprise their audience with. That said, this incident clearly shows that there is room to handle these kinds of disclosures tactfully. What Wizards did that the game industry rarely does is seamlessly transformed it into part of their marketing. It didn't even require them to make any actual changes to their official release schedule. As someone who watches the game industry struggle to deny and rebuke information that is so obvious to the rest of us, it was more than a little refreshing to have a major corporation go “Yeah, it's a real leak, and it sucks. That said, it could be worse.” Leaks happen, and the industry at large could learn a thing or two from WotC about how to handle themselves when they do.

Saturday, March 24, 2018

#116: Wolfenstein: In Defense of Probst Wyatt III

It is the year 1946, and the Nazis are an ever looming threat. As the Allies struggle against the overwhelming tide of fascism, I, Captain William Joseph Blazkowicz, am on a mission to cut the head off the snake. Lead by Wing Commander Fergus Reid and with aid from Private Probst Wyatt III and the rest of our squad, I storm the infamous Castle Wolfenstein in order to assassinate General Deathshead. As the source of the Nazis inexplicably advanced weaponry, ridding the world of his evil would cripple their efforts across the theater of war. At first, all goes well. Fergus's leadership, and my prowess on the battlefield, allow us to make steady advances as our Allied forces distract the enemy.
This progress comes at a heavy price, as many of the others in our unit simply don't make it. Ultimately, with just me, Fergus, and Wyatt remaining, Deathshead easily captures us. But simply killing us isn't enough for the depraved sadist. He sees potential in my teammates, Fergus and Wyatt both, for use in his experiments. Unable to choose which one to dissect, this evil man forces me to make that choice for him, or he'll execute all three of us on the spot. Having gotten to know and value the leadership of Commander Reid, and not having as much time to cultivate that same bond with Private Wyatt, I make the grim decision to spare my Commander, leaving an innocent young man to die a needless death.
In doing so, I have made a terrible mistake.

Friday, March 2, 2018

Kingdom Hearts Primer - X: Back Cover - Episode 2 - So Whatever

At last, the Kingdom Hearts Primer comes to a close.

If you're curious about Sam's thoughts on Persona 3 and it's extra epilogue, The Answer, you can check out his post on them here.

Remember, as of the time of this post, the reveals regarding Riku's new outfit, Vanitas, and the new footage from the Monster's Inc world had not happened. Considering how much time Sam and I have spent on this project, we were getting exhausted by the hype train. I still stand by what I said, in that I need to see Kingdom Hearts 3 in my hands before I believe it's done, but you have to understand the context behind the statement.

This movie as a whole occupies a bizarre place. The fact that it's part of "Final Chapter Prologue" implies there is some relevance to Kingdom Hearts 3, but I just don't see it. Nothing here feels like it is of any consequence.

I'm left with a bizarre mixed of excitement at Kingdom Hearts 3, exhaustion from the Primer series, and confusion as to what Back Cover implies is in store for the franchise's future.

Wednesday, February 28, 2018

Kingdom Hearts Primer - X: Back Cover - Episode 1 - Bearly Deloved

We're so close to truly, honestly finished out this Primer series. Just one more episode after this one.

I don't actually have a whole lot to add here in the post-script. It's almost sad that Back Cover is the last thing we talk about in this project. Not much of note happens, and the whole film comes across as milquetoast.

Monday, February 26, 2018

Kingdom Hearts Primer - 0.2 Birth by Sleep: A Fragmentary Passage - Episode 4 - The Kingdom Hearts Hype Train

And here comes the finale of 0.2

At the time we recorded this video, the trailers that were release earlier this month had not yet come out. Nor was the announcement that the game's release date would be formally revealed at E3 this year.

As much as those reveals did a lot to warm my heart to the idea of Kingdom Hearts 3 again, I still stand by my earlier statements that Kingdom Hearts 3's hype train started to grow into a massive problem. Part of why the most recent reveals were so important was that they give off the impression that Kingdom Hearts 3 might actually be finished some time soon.

Sam and I also talked about the prospect of shorter, character-focused RPGs and how much we'd be willing to spend on them. I'd like to pose that question to you guys reading this as well:

  • Would you be interested in a shorter, 4-6 hour RPG?
  • How much would be willing to spend on it if you are?
Mostly, I want to know if you guys are as into that idea as Sam and I are.

Saturday, February 24, 2018

#115 Resident Evil 7 - Biohazard : Inside the VR Headset

(Credit to this artist for the font)
Ever since a friend(?) asked me to join him in campaigns across Dead Space 3, Resident Evil 5, and Resident Evil 6, I have tried to broaden my horizons and open up to the horror genre. Up until then, I had avoided them like the plague because I was (for lack of a better phrasing) afraid to be scared. With mixed results, I've dived into the previous Dead Space games, Amnesia, Outlast, and a couple of others. This is why Resident Evil 7: Biohazard caught my attention last year despite not caring too much for RE6. Game critics and personal friends of mine who played it sang its praises, raising more than a few eyebrows.

But instead of rushing out to buy it, I waited... I waited because Resident Evil 7 would serve as a flagship game for the virtual reality headset Sony had created for the PS4. This wasn't just some mediocre extra mode that takes 5-10 minutes to play to stick some “VR Compatible” sticker on the box: The entire game was fully playable in VR from start to finish. Since I had already made plans to buy a PS VR headset, I decided to hold off on getting Resident Evil 7 until then. One Christmas and one playthrough later, and now I want to talk about the game, VR, and how they affected my opinions of each other.

Friday, February 23, 2018

Kingdom Hearts Primer - 0.2 Birth by Sleep: A Fragmentary Passage - Episode 3 - A Good Character Piece

Surprising everyone, we have a lot of good things to say about Kingdom Hearts in this episode.

At the end of this episode, we begin to talk about how A Fragmentary Passage is a solid, 2-4 character piece (that also shows off the technology that will be used in Kingdom Hearts 3). The fact that it is such a concise, yet mostly complete experience is a large part of what makes it so successful.

As much as I love RPGs, the commitment required to finish most of the games in that genre is a huge barrier, especially as I come into a part of my life where I generally don't have to worry about being able to afford games. Persona 5 was one of my favorite games last year, but it's not easy to recommend a 100+ hour game to somebody. And it's especially not easy to dedicate the time to it.

Though it's hardly a great example of the genre, stuff like this and Alpha Protocol shows that it is possible to make RPGs that players don't have to spent months of their life playing. Undertale also did that only a few year ago. I'd love to see more RPGs so this route, if only for the selfish reason that it slides into my schedule more effortlessly.

Wednesday, February 21, 2018

Kingdom Hearts Primer - 0.2 Birth by Sleep: A Fragmentary Passage - Episode 2 - Lost to Time

Settle in, ladies and gentleman, because things are getting self-referential and existential.

It's very ironic to talk about how people watch YouTube content podcast style when the footage for this "Let's Play" got corrupted.

It feels strange to talk about YouTube and how to work around it's many problems in the wake of all the recent controversies surrounding it. With the "adpocalypse", the rise of YouTube criticism in video games, and the rest of the "YouTube culture", it's a subject that probably won't go away anytime soon.

In a way, the whole reason I came up with the queue system in the first place was that the intended way to watch content on YouTube, to follow the recommended videos and keep watching through Autoplay, just didn't fit into my schedule. I found myself annoyed at all of the great content I wanted to watch and missed out on. Thus, the queue was formed.

I know it's weird, and I doubt many other people use systems like that, but it works for me.

Monday, February 19, 2018

Kingdom Hearts Primer - 0.2 Birth by Sleep: A Fragmentary Passage - Episode 1 - Pretty Dress Up

Remember when I said we were done with the Kingdom Hearts and considered it closed?

Well, I lied....

It's really painful to listen to how giddy we were to do a Let's Play... knowing that the footage corrupted and we ended up doing a sudo-podcast anyway. After the incident with Watch Dogs, and the corrupted recording of our first Kingdom Hearts 1 Primer, we swore off ever re-recording something again. We also decided that we wouldn't be able to recreate the magic that was this recording.

It's also nice to not be as critical about this game as we have been to other Kingdom Hearts games. Without spoiling the upcoming episodes too much, we had a great time with this recording. We had some criticisms to be sure, but this was largely 2 hours of praise.

Lastly, kudos to Sam for taking the footage from Gamer's Little Playground and meshing it with our audio to make a final piece that is still largely cohesive. This was quite an effort on his part, and I don't want it to be overlooked.

So yeah, you asked for it, and we'll deliver.

Saturday, February 3, 2018

#114: "The World" of .hack: How Does it Compare?

Ever since the advent of the internet, game designers have come up with a myriad of ways players can interact with and influence each other while in-game. From online shooters (both team-based and competitive), co-op campaigns, user-generated content, and even player messages ala Dark Souls, the network has become an increasingly valuable tool in the designer's kit. Certain genres, like the MMO, would be impossible without such technology. That particular genre is I what want to focus on today, but not in a way you might expect.

What I mean by that is that I want to take a look at the MMORPG, through the lens of a franchise known as .hack (read: dot hack). For those of who aren't aware, the .hack multimedia project first made its way to America in February 2003 with the animated series .hack//SIGN (read: dot hack sign), and a four part series of video games. This was later expanded on in 2006 with the .hack//GU trilogy and an accompanying anime called .hack//ROOTS, both taking place 7 years after the events of the quadrilogy. Taking place in an alternative universe where a computer virus destroyed all but one operating system and made hacking a capital offense worldwide, .hack details the adventures of various players of a fictional MMORPG called “The World”.

Most of the stories in this universe tend to focus on one character, and their circle of friends, as they investigate the mysterious circumstances wherein players are falling into a comatose state while in the middle of playing the game, with no reasonable medical explanation. While that’s the main focus, as a franchise set within an online game, it both implicitly and explicitly talks about the MMO genre and its evolution (since SIGN and the original four games take place in 2010, while GU and ROOTS take place in 2017). I want to examine these predictions and see how “correct” they were.