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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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    Assassin's Creed (360)    by   Vayle

    No comment, yet.
    most recent entry:   Monday 14 January, 2008
    Entry #2

    GAMEPLAY

    A lot of people told me before I started playing that the game would get really repetitive fast. While I have yet to reach that point, I can definitely see where I could get bored with it eventually. The basic structure is you go to a city, you investigate your assassination target, and then you kill him. While there are various ways to investigate, they are still limited and fall under three or four categories. At least when it comes to killing your main target, they each seem to be unique - one man you have to try to sneak up behind him while he's surrounded by about 10 guards whereas another man sees you right away and you have to chase him down through a maze of halls (and might I say, for a rather portly man, he runs fast!)

    I've gotten a chance to get more acquainted with the guard system and its different levels - ie, if it's blinking yellow, they see me, but they don't really care about me; if it's blinking red, they're suspicious of me and the slightest wrong mood will make them descend upon me. I am used to systems like this from other games, like the GTA series, and I think it makes sense in a game like this. However, there are some areas where I find it over sensitive, making it more of a pain in the neck than a necessary limitation that keeps the player from running rampant on a senseless killing spree. There were some sections where I did nothing wrong whatsoever, I was in blend mode and I was not even on the guards' radars. Then I take a step and it would freak out and ten guards would appear out of no where and I, as a player, am wondering what the heck I did. I suggest either lightening up on the guard system in those zones or at least giving a better indication of why they are trying to kill me - maybe I entered a no trespassing zone, who knows? I certainly did not, there should have been signs up.

    While Assassin's Creed is a one-player game, I was surprised to find that I was quite social with my friends while playing it. They would sit around and watch me, calling out where hiding spots were or telling me not to assassinate that person. In fact, just watching the game alone can be fun (even in a group), which I get into in the design section. And we had several opportunities to laugh over it. So while it's not multiplayer, I found many chances to connect with my friends over it.

    DESIGN

    By now, I've gotten to play Desmond - the bartender in modern day - a bit more, and I have mixed feelings about it. On the one hand, I think its interesting in relation to the story; seeing similarities between Desmond and Altair, wandering around the complex Desmond is being kept in, trying to figure out what it is they exactly want to find out about Desmond's ancestor. On the other hand, playing Desmond was a sharp contrast to playing Altair. On Altair, you can run, jump, climb, punch, attack, and so on; on Desmond, all you can really do is talk to people and walk, which is barely doable - it feels like it takes forever for Desmond to get from one side of a room to the other. The differences between the two aspects of the game was jarring, and interrupted the flow for me. I feel if the differences in the gameplay/style had not quite been so huge, the two portions could have blended together better and made a more pleasant experience.

    In this second round of the game, I found that it is not only fun to explore your surroundings, but also part of the fun is how you explore. Almost everything is climbable in this game. And with each building quite differently designed from another, its almost a minigame in itself climbing each building, figuring out where the next foothold is, hoping you don't wind up at a deadend and have to backtrack. Watching the animation for Altair climb is so fluid and smooth, with each move unique. It's not like you're watching him climb a ladder; you seem him jump from one window to the next, sidestep along a narrow edge, reach for notches that are almost out of reach. I was very impressed by how realistically they designed it, and personally think I would be entertained for hours just climbing buildings.

    Another enjoyable aspect of the design was how cinematic the game gets during certain actions. For example, when in a swordfight with the guards, if you counter attack successfully, the camera will zoom in at a graphic angle, moving with the character and showing the attack in all its gory detail. And while there were some parts I wish had less gore than others, I still can't deny that the effective use of camera angles certainly made fights more interesting for me. Plus, like with climbing, there are many unique animations for fights and assassinations, making it more fun to watch. While I may have always been doing the same attack and pushing the same button, each move seems to have several animations, so it makes me feel like I'm doing something different. It kept the fight feeling fresh for me.

    So I must say, while the game will get repetitive fast, at least its wrapped in a pretty package of varying graphics and animations. Thus, at least for now, it seems like each action is a new experience, even if I've done it a million times already.

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