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    Before Your Eyes (PC)    by   dkirschner       (Apr 14th, 2024 at 13:51:13)

    I've been looking forward to playing this, especially after playing One Hand Clapping, which had a singing mechanic. That game activates your mic and you use your voice, raising and lowering pitch, to interact with the game. Before Your Eyes was similar in that the game activates your webcam and uses your eye blinks as input. Before Your Eyes works WAY better than One Hand Clapping, and it's the better game all around. I figure that detecting blinks (yes/no) is easier than detecting notes along the range of human vocal pitch, so kudos to One Hand Clapping for trying.

    Blinking in Before Your Eyes doesn't do anything unless you do it over a prompt (mouse over the prompt, then blink to interact) or unless you do it when the metronome icon is visible, which progresses the story to the next scene. The rules are simple, and it became a game in and of itself for me to blink strategically. I imagined that at the end of A Clockwork Orange, Alex's eyes are forced open so that he could successfully complete this game. At times, I felt like holding my eyes open with my fingers. This is because your eyes will get tired/dry/itchy while playing and you will screw up and blink when you don't mean to, skipping dialogue or ending a scene early. That's frustrating enough. Make sure you do the blink calibration, but I think that no matter how well you do it, it will still occasionally register some non-blinks as blinks. This really didn't happen much for me; through calibration, I think I turned the sensitivity way down, and I wonder what effect wearing glasses had. But like I said, it works surprisingly well.

    So, the game itself is narrative-heavy. It's an obvious play on the idea that a life can pass in the "blink of an eye." You're picked up by a ferryman of souls who asks you to tell the story of your life. Back in time you go to remember it: your childhood, your parents, your career, etc., blinking your way through each scene. I won't spoil the story, but there is a twist that I absolutely did not see coming (though I should have paid more attention to the mysterious dark scenes) that changes the narrative and the tone of the game. This is one you can spend time reflecting on.

    Aesthetically, it's got a simple visual presentation, sort of painterly, with some really nice piano music. The voice acting is good, with the exception of the girl-next-door (who sounds the same at 10 as she does at 40). For some reason, they also used the same voice actor for your dad and her dad, which made the one scene with her dad calling her very confusing ("Why is my dad at her house?!"). But I liked the dad and mom's performances. I was wondering through the whole game if your character was mute and/or on the spectrum because he doesn't talk--only through a typewriter later in the game--and otherwise expresses himself through his prodigious musical and artistic talents. But I think he's just a silent main character, not actually mute.

    Anyway, the game won a BAFTA for a reason. It didn't blow my mind, but it's a neat experience that's worth having. It's short too, doesn't waste your time. I'm considering incorporating it into a class.



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    Stray (PC)    by   dkirschner       (Apr 13th, 2024 at 12:00:39)

    Patrick and I have been playing this together this semester, and finished it a couple weeks ago. We were talking after beating it about despite how simple and straightforward of a game this is, it manages to be something new. Playing as a cat (and being able to do cat things like curl up and sleep, scratch things, knock objects off tables, etc., so cuuuute) was novel, and the setting and story were interesting. But really, playing as a cat. I smiled a whole lot throughout the game. The lil companion robot was cute too.

    On the other hand, I was often tired and bored while playing, and literally fell asleep during several sessions. Patrick would be making dinner or something in the kitchen, and I'd snap awake, cat walking into a wall, and I'd pretend I had not fallen asleep, and that I was just watching the cat walk into the wall and thinking. Like how my dad always used to claim he was "resting his eyes" when he'd fall asleep on the couch.

    I would not call the game exciting. It was a lot of wandering around the city and talking to robot NPCs, fetching things for them. The city is a really good-looking dystopia, and the robots are quirky, but I wish they had more dialogue. You don't get a sense that many of them have personalities besides whatever one-note thing they do. I mean, the lack of dialogue makes sense, and it's not really "dialogue" since the cat can't talk. The fact that you are a cat adds a whole layer of silly to the game. Like, why has this lil robot befriended a cat? Why are all these robots putting all their faith in a cat to save them? Cats don't understand what we're saying to them, and cats do whatever they want! Playing as a cat in a game where you're doing fetch quests (fetching is dog stuff!) and doing things to help people is very un-cat-like.

    But, you know what? The ability to play as a cat and do cat things trumps how little sense it makes, and I would play as a cat in this dystopia again. Idea for next time: more cats. And what do you think? Were there cats at the end?! Optimistically, I think so.



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    Hadean Tactics (PC)    by   jp       (Apr 7th, 2024 at 13:32:36)

    This game is supposed to be a deck-building tactical game and it sort of isn't, but very lightly is - at least in my experience so far.

    So, like CD2: Trap Master this game REALLY wears it's Slay the Spire inspirations on its sleeve. Again, there's a path you that branches and you need to pick which nodes to visit - and there's fights, boss fights, resting spots, stores, artifact/rewards, and shops. Oh, there's also "story encounters" where you make a choice that often results in a benefit and a drawback. VERY Slay the Spire - though I noticed the way the events are distributed is different and that it's much more important to plan your way through it since the paths intersect a lot less and you can, for example in my last run, set yourself up with 4 rest/upgrade a card spots in a row!

    In addition to a deck of cards you have the character you chose and two "minions" (they're all monsters) that exist on a 2D grid that's quite typical of tactical games. The enemies will spawn, you have energy to cast your cards - generally you cast your cards, unpause and wait for the timer to pause the game when it hits the threshold (7 seconds) for your hand to flush, a new hand is drawn, and you get more mana to cast spells. What isn't really tactical about it is that all the fighting on the tactical grid (which includes everyone having abilities they cast once their mana is full) happens automatically. You can't (afaik) give orders to anyone. At best, if you have the right spells, you can move creatures around (your own or enemy), but they then move back to whatever it is they want to do (e.g. attack the nearest enemy).

    One of my runs used a character that had access to "trap" cards which are pretty neat since you lay them on the grid and then have to trigger them (with a different card) and ALL the trap laid will trigger. Some do damage, others heal your allies, and so on. So, the game isn't tactical at all in the turn-by-turn combat and movement decision-making sense. Yes, you choose whom to roll into a fight with, which spells to cast on whom, and when to cast things. But, since you don't directly control your combat units it all feels pretty indirect.

    Where the game goes pretty wild (and above/beyond what Slay the Spire does) is that once you've cleared a run - you gain access to making your own hero - choose skills/talents from a list AND choose which spells will be available (again from a list, which only has the ones you've unlocked). So, in this sense the game has a lot, lot more options/replayability and that sort of thing. But, I'm not sure it's that much more interesting?

    Oh, there is a meta-progression. When I beat my first run a giant death/reaper creature appeared and said "ok, now you can start to make progress towards winning - you have to collect wings". And I've collected a few since, you get them from killing the stage end bosses (which is nice in that you don't have to get all the way to the end). I need to get 7 - so I wonder if I'll just have to play over and over until I randomly get the right bosses or will the game feed me different ones until I get them all? I've also unlocked a new (third) character...but I kind of don't want to use it because I want to get all the wings with the character I've made some progress with.

    I've played about 4 hours and I've really enjoyed the "decay" and "trap" mechanics... we'll see how it goes!

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    Deathloop (PS4)    by   jp       (Apr 4th, 2024 at 11:14:36)

    Argh. The longer you go without playing, the worse this game's experience becomes. This is almost entirely due to me forgetting both how to play, but also all the localized information and knowledge you pick up - like who is where, when, and so on.

    I love the idea of a "clockwork" game where you deftly navigate your way through things that happen and certain times and places - there's a sense of beauty and elegance to the choreography you develop and create (sort of like when you watch those time loop movies and see a character weave through people and places because they know what's going to happen when and they've just learned it). BUT, that beauty also creates an entry barrier - at least a psychological one for me, because the game's on-ramp is past and now you're in the thick of it. But you've forgotten everything...

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    Devil May Cry 5 (PS4)    by   jp       (Apr 4th, 2024 at 11:09:05)

    So I took a break - and then came back to the game and had forgotten how to play. It took a bit to remember (I purposefully avoided looking stuff up because I wanted to see how easy it was for me to remember). So, some of the fights with V took longer than they should have - because I had forgotten that V has to "finish off" the enemies...lol.

    While I often focus (for my own personal interests) on game play and game design aspects of a game - I realized as I was playing this game that..wow, the visual design of the large enemies really is phenomenal. They're both beautiful, awesome, creepy, gross, and disgusting. It's quite the accomplishment and I really appreciated it. And, this is in the context of me playing a game that is ~7 years old and running on last gen hardware. Perhaps I haven't played enough PS5 games yet so I'm still too impressionable? Have things moved that far in terms of photorealism?

    I have decided to move on even though I realize, from the back of the box, that I'll miss out on the 3rd playable character. It's no fault or problem with DMC5...it's just that I've got too many games to play and I think I've understood enough about this game to move on to another.

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    Depression Quest (PC)    by   dkirschner

    Got to play this for its role in Gamergate. ----------- Actually very interesting and enjoyable experience. Dare I say important.
    most recent entry:   Sunday 4 December, 2016
    This semester I gave a presentation on gender and sexuality in gaming post-Gamergate, i.e., what has changed in response? I read more about Gamergate than I ever had before and figured I'd download the game that sparked the shitstorm. I'm all for interactive fiction and games thematically outside the norm, as is practically everyone who studies the medium. So one of my questions was simply, "Did I think this was a good game?"

    My first point is, although this isn't a game by mainstream definitions, it's a game by academic ones. That was the first and main criticism of Depression Quest before sex and journalism ethics was brought into it. There's artificial conflict (between your character and him/herself and other characters), there are rules, and there is a quantifiable outcome where your depression exists along a continuum. There is a goal (manage your depression), a feedback system (the answers you select change the following scenes and your character's depression state), and you play voluntarily. Given that I'd read soooo many diatribes calling this not a game, I kinda thought it wouldn't be, but it totally is, though atypical.

    My second point is that this is an important game. One way you can tell it is an important game is by the controversy it caused. People are having existential crises over games not looking and playing like AAA titles, which is bizarre in 2016. There are more indie games than grains of sand on the beach, man! Though one can easily imagine something more interactive to teach us about depression, this is a solid effort. I've recently played a game about a blind girl (Beyond Eyes) that provides some insight into that condition, and hopefully some empathy. I've played Papa & Yo about having an alcoholic father and child abuse. I have my students play Darfur is Dying to give them insight into life as a refugee in the Sudan. There's an app about everyday racism. There are so many important games that are not about shooting aliens or getting high scores. This is art that needs to be made and experienced. You can't convey in a painting what I just experienced in this simple text game about depression.

    Intro matter aside, I do not have depression. I do live with someone who does. My favorite person in the world suffers from it. I see her in this game. But the game encourages the player to see themselves too. I relate to some of the social anxiety that the character deals with (being anxious at a party, avoiding socializing with strangers, wanting to retreat to a room and/or just drink a lot real fast to get comfortable around strangers). That stuff isn't abnormal. One difference is that a depressed person is often embarrassed or ashamed by their thoughts, feelings, and behaviors, whereas non-depressed people usually aren't. My partner sometimes sleeps like she's dead, stays in bed half the day, thinks she's screwing everything up, avoids difficult tasks, has low self-esteem, even talks about killing herself when things get overwhelming. That's life. You draw support from your network. You see a therapist. You try to find things that are meaningful to you. You try to find things to look forward to. It's not always going to happen, but you keep working at it. It's important for non-depressed people to understand that you can't rationalize a depressed person's thoughts. I can tell my girlfriend all day long, "You are stressed out because you are sleeping until 3pm and then you don't have time to do anything, and it's making you more stressed out" and it doesn't matter. Depression isn't rational. And depression makes people spiral inward and downward.

    The “quest” element in Depression Quest is thought-provoking, as I actively managed the character’s depression. That's the goal: get less depressed; manage it. It worsened to severe, but I got it back down to regular depression, and then to under control. Seeing a therapist helped in the game as in real life (luckily the character had a good therapist!). I usually couldn't pick the dialogue option that the real me would pick, but there was usually an option that's like a more resigned version of what I’d pick. Like, instead of “Just get out of bed and get ready for work. You’ll be late, but it’s better than not going at all!” I picked “I guess I'll get dressed and go to work, even though I'll be so late it won't be worth it.” There’s not that optimism, that positive thinking there. It’s more dread, futility.

    After I completed the game and got the "good" ending where you are successfully managing your depression, I replayed making clearly terrible choices and predictably the outcome was terrible. I hated my job, my girlfriend left me, I made a scene at dinner, I'm terribly lonely, etc. I must be good at dealing with life since I made all the "good" choices in the game. Oh, I also like that you can get a cat, which again as in real life, helped the character feel less lonely (if your cat isn't an ass at least).

    But does this sort of invalidate the premise of the game, that you can make choices that ease the depression? The game sort of undermines its own premise because you can easily choose the "correct" answers and get a positive outcome where the character manages their depression very well. I imagine this simply confirms for some people (who don't suffer from depression) the idea (that people with depression refute) that you can just think yourself out of it, which is problematic for developing empathy.

    I found Depression Quest a worthwhile experiment to click through. If you're curious, it takes like 45 minutes. Definitely made me think a lot more than I'd anticipated.

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