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Jul 24th, 2018 at 16:30:55 - 1979 Revolution: Black Friday (PC) |
Wow, this was better than expected. I expected a knock-off Telltale game with a historical story, but this stands up on its own. The voice acting is really good, especially for the prison warden, and the music is pretty good too. It keeps things tense as the action drama unfolds. Some of the character models are really janky though! My favorite is this one NPC who sits like a statue in an area, never moving. My second favorite was a man with extra-large, deformed hands. They looked like an alien's hands. I thoroughly enjoyed the story and the attention to detail to place the character in the midst of the Iranian revolution. Really impressive. How many of the characters in the story were real people, or based on real people?
So, in this game, you're a journalist, a young adult from a well-to-do Iranian family, trying to avoid sides in this political struggle. You take photos, but the problem is, as your character realizes, photographs are not neutral. The eye of the photographer inscribes photographs with meaning, and then those images can be interpreted by others for various purposes. One person looks at a revolutionary photograph and sees passion; another sees lawlessness. The coolest thing about taking photos is that many of them, once you snap, are juxtaposed with real photos from the revolution that have been recreated in the game. Extremely cool!
You of course get sucked into the revolution against the Shah, and the game tells the story of your involvement with resistance groups through your friend and family servant (I think this is the same kind of relationship I read about in The Kite Runner--not really servants, but not equals either), your family, including your police officer brother, and your lovely time post-arrest with a prison warden who enjoys a good torture session. The game does a good job exploring the moral gray areas of the revolution, how different groups had elements of good and bad, and how people changed sides over time. Actually, this game corrected my limited understanding of the Iranian Revolution. I didn't know how oppressive the Shah's regime was. I thought Iran was modernizing and that Khomeini's rise to power was more simply a backlash against westernization. I didn't know there were so many other ideologies vying for dominance, and that there were other prominent, even progressive, religious leaders besides Khomeini.
The game plays out in 19 chapters, most of which are basically interactive movies with dialogue options a la Telltale. Occasionally there will be a serviceable quick time event. My favorite parts were the few times you're allowed to walk around and interact with objects and people, like during a protest, in your father's study, or at a revolutionary headquarters. These moments slow the tense action down and let you view the pieces of history you've collected as you've snapped photos and read about Iranian culture. I haven't felt like I learned this much from playing a game in a while, and there are clear parallels here between this and Never Alone. I use Never Alone to teach about culture in my SOCI 1101 classes, and I had bought 1979 Revolution as a potential tool to discuss social movements or politics. Not sure how well it would function for an actual play session in class, but at least as an example may be useful to demonstrate something about religion and politics, ethnocentrism, and some other topics.
If I had to score this game, I'd give it around an 80, which is 10 points lower than I would have given it before the ending, which just...ends. Did they run out of time or money to finish? Are they planning a sequel? Not cool! I also don't think your choices mattered much. I can't imagine what else could have happened in the end depending on choices you make regarding your brother and cooperating or not with the warden. Also, at the end the game credits Sundance. Do they have a game development arm? I hope so. More games like this would be welcome!
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Jul 24th, 2018 at 10:35:54 - Firewatch (PC) |
I started playing this at my mom's house a couple weekends ago with my uncle and 14-year-old niece present. He's a conservative pastor man and so I stopped out of respect when Delilah started dropping F-bombs. My niece, sitting with me reading, says, "Why did you turn it off?" She was enjoying watching. I said, "Uh, because it's supposed to be widescreen on this TV and it's not, and it's not recognizing my controller right." Lame.
So I booted it back up last week and thoroughly enjoyed the game, though it's not perfect. Certainly the highlights are the dialogue, overall story, and voice acting, which is superb. Henry (main character) and Delilah play off one another so well, and their relationship evolves easily and naturally. I liked Henry's backstory and reason for going out into the wilderness, though I didn't like the ending because that's not what I see myself doing in his situation. The ending also leaves something to be desired in terms of finality. Everything is wrapped up, but nothing is concluded, if that makes sense.
The Wyoming forest is an excellent environment, and I love that they give you an old camera to play with and take photos. I felt alone, but immersed in the beauty of the mountains. At the same time, I felt connected to Delilah, while still feeling the distance between us, and by comparison, constantly reminded of the distance (physical, mental) between Henry and his sick wife. It's actually quite a sad game, dealing with illness and isolation and alcohol abuse and death and lying in impossible situations, but it weaves in all these funny and happy moments throughout.
I'm curious to re-play this sometime with the audio commentary turned on. It's not a long game. Took me a little over 5 hours. The main thing I disliked about it was getting stuck on ledges and rocks. It happened upwards of 10 times, and although I never had to reload because of it, it was frustrating. Looking at the map and compass could be a bit cumbersome when figuring out where to go, but I get that it is 1988, and I got used to it. Anyway, worth a shot if you like a good "walking simulator" mystery with excellent writing.
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Jul 15th, 2018 at 20:14:54 - Final Fantasy V (PS) |
I played about 5 hours of this and it didn't stand out besides being wonderfully nostalgic. Apparently this one was notable for the job system later made famous (and perfected, according to me) in FF Tactics and for having summons. The story was forgettable and the characters were overly cartoonish and pretty uninteresting.
The nostalgia was so strong though! It's such a simple RPG! Walk around the small 2D maps, talk to NPCs in towns to glean where to go next, buy your new gear, click on all the pots and treasure chests, sail to the next location, wander through the dungeon, fight the boss, go to the next town, etc. It's cool to see a 25-year-old game have all these Final Fantasy staples--the music, chocobos, the menus, summons, jobs, etc.
Of course I played the original Nintendo game when I was a kid, but my family had a Sega, not a SNES, so I missed all the rest until FFVII on Playstation, and have played all the main ones since that one, except the MMOs and XV. Anyway, I started to get a little bored and looked up how this one was rated compared to VI, which I also acquired, and apparently V is largely regarded as one of the worst, while VI is one of the best. So out with V, in with VI.
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Jul 9th, 2018 at 11:37:23 - Hand of Fate (PC) |
I was sold on the idea of Hand of Fate before playing it, and I tried it at a friend's house sometime last year, bought it, and just got around to playing it the last couple weeks. It's a mixture of deck building, dungeon crawling, and action RPG. You are "the player" sitting across a card table from "the dealer." There's no exposition. You're dropped into this mysterious situation. The dealer is an enigmatic figure, and I want to know more about him. Throughout the game, there is little in the way of story regarding who he is, who you are, and why you are there. The dealer tells you that you're playing "the game" that he's created, many have played before you, the dealer always wins, and all the players have died. And he alludes to the fact that somehow I’m regaining my memories through the cards, which leads me to believe I was some adventurer or another who maybe just stepped through the wrong portal and found myself here.
The dealer explains the game to you over the first level, but you’re figuring a lot out yourself (e.g., that some cards get locked to you until you fulfill their conditions, that the icon on the bottom of the card is a token that grants rewards for fulfilling conditions, that you can equip as many rings as you want, etc.). Very intuitive way to present rules and information. So *basically* how the game works is as follows:
- Deck building is fantastic and never gets old. You have two pools of cards, equipment and encounter cards. Equipment is your various types of weapons, armor, rings, and artifacts (trinkets that have some special use like making you temporarily invisible, giving you a fire aura, reflecting ranged attacks, etc.). Encounter cards are little scenarios that determine much of what happens to you in each level. For example, The Maiden can give you food, increase your max health, and bless you. Ambush gets you a combat encounter with an equipment draw card as reward. Dark Carnival has you choosing a series of chance cards as your character explores a weird carnival. There's usually some element of risk/reward with the encounter cards. The Altar, for example, gives you a 50/50 chance to be blessed or cursed. All these give the feel of a tabletop game with the dealer as DM. Anyway, you choose a prescribed number of equipment and encounter cards to fill your deck, and then you enter the level.
- Dungeon crawling is exciting. Levels are made up of a series of encounter card arrangements that your player, as a tabletop game piece, moves across. Find the exit, go to the next area, explore the area, find the stairs, and repeat until you find the level's boss in the final area. Each card you land on flips over and you resolve the encounter. There is *tons* of chance here, though you have some control over what encounters you will...encounter...based on what you chose to include in the deck. When you have to choose chance cards, you can have either a Huge Success, Success, Failure, or Huge Failure, which will change the outcome of the scenario. However, as I learned when reading an FAQ one night, the chance cards are not completely random! You're shown the cards, and then they are shuffled. But there is order to it. If you watch closely, you can follow individual cards as they shuffle. It’s not too hard when there is like one or two slow shuffles, but it’s pretty impossible when the shuffle speeds up and especially when there are three or four shuffles. But it makes your odds of the easy shuffle encounters almost 100%, which means guaranteed equipment or blessings or whatever. Prior to this, I'd just been picking the left-hand card every time because I thought it was random. But now, if I choose the wrong card, it feels like my fault!
Each level also puts different default curses on the player, and the dealer shuffles different negative cards into the decks, and this can make things really tricky! One level that stood out cursed me with "Whenever you acquire a curse, lose 10 max HP." You begin with 100HP, so 10 is a lot. I had runs where I was cursed down to 40 max HP because he also shuffled encounter cards in that would put a random curse on you. Another level curses you such that when you counter-attack, you consume a food (every space you move consumes a food, and if you run out of food, your health begins to drain, so you *really* need to manage your food) AND every character takes additional 50% damage. The next-to-last level, the dealer shuffled a bunch of Rusty Axes (the worst weapon) in my equipment pile, so it was difficult to acquire a good weapon. These starting curses and insidious dealer cards can really change what equipment or encounters you put in your decks. For example, to combat the "lose 10 max HP per curse" curse, I only included one helmet in my deck, the one that reveals the exit from each area when you enter an area, and then included every encounter card that had a chance to give me a helmet. Once practically guaranteed to get that helmet, I could make a beeline for the exit in every area, thus not veering off in unnecessary directions landing on more curse cards, and allowing me to attempt the boss with sufficient HP. The one that consumed a piece of food every time I counter-attacked and made everyone take 50% more damage meant that I couldn’t counter and I couldn’t get hit much. I wound up removing most of the combat encounter cards from my deck and luckily discovered a couple rings that let me heal in combat (one saved me on the boss).
- Action RPG combat leaves something to be desired. It hearkens back to simpler days of button mashing hack-n-slash games. A little slow response to buttons (e.g., slightly sluggish movement, you can get caught in combo or finisher animations, etc.), but there is a rhythm to it in the attacking and counter-attacking. It's almost got an Arkham/Shadow of Mordor feel. If this was polished, the game would be significantly more fun. As it is, the combat becomes nearly as frustrating as the randomness. Blessings and equipment can change the feel of combat, but it's generally basic and easy to get overwhelmed (e.g., 6 lava golems, multiple bosses at once). Some encounters just kill me (Lich, *!@ Kraken), and randomness plays in both to (sometimes) what monsters you will fight and what equipment, blessings, curses, and health buffs, you will have accumulated up to that point. For example, I almost rage quit after I unlocked the Kraken encounter, which becomes a locked card in your encounters pile (i.e., it cannot be removed until you defeat it). I kept landing on the Kraken, at least 6 games in a row. You can't flee from the Kraken, so you have to fight it, and the fight involves actually fighting the last regular boss, the King of Scales, whom I hadn't even encountered at that point outside the Kraken battle, WHILE trying to kill the Kraken. It was brutal.
This turned really detailed, huh. One of my favorite things about Hand of Fate is that you can play the game with different goals (e.g., progressing through quest lines; trying to kill a particular boss or complete a particular task; or going for the level progression). There is also an endless mode, and DLC that adds different modifications to your character (think classes). I wonder how differently Hand of Fate 2 changes up the formula. I mostly want to see improved combat. Super interesting game though, highly recommend checking it out.
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