At dinner with a friend last night, I was asked what games I’ve been playing lately. It forced me to vocalize something I had been bothered by and not wanting to say out loud to anyone – I hadn’t played any of the new games I bought over a month ago. The plan was to become a tumor on the couch and breeze through Rise of the Tomb Raider, Undertale, Fallout 4, and a bunch more I purchased but didn’t have the time to play until after my semester ended. Alas – none of that happened.
What happened instead was I also purchased the Legendary edition of Destiny to try and get back into the game (I gave up on vanilla around level 20, a few missions short of the end of the main storyline of the game) by playing with friends. And get back into the game I did. It’s been the first MMO I’ve been really hooked on (despite trying World of Warcraft and Guild Wars 2). A few days ago I spent all day farming bounties and getting resources for upgrades and a sword. Most of my winter break from school was spent farming levels to get my first character somewhere reasonable for strikes and the first few raids.
So this friend asked me what I’d been playing and I had to say “I’ve been playing nothing but Destiny and Smite.” Smite is a 3rd person MOBA made by Hi-Rez Studios, and is the first MOBA I’ve ever been hooked on. Late last year I succumbed to peer pressure and tried to play a big friendy in-house of DoTA 2 and hated it. My conclusion was DoTA 2 is for smart people, and Smite is for us common folk. Before that encounter, I tried League of Legends a few times in years past and never got into it – going back to it for a few games with friends in my program it’s pace didn’t capture my interest like Smite did, I would assume because of the camera angle.
This is the first time in my life I’ve been stuck in a spiral of live, online games that don’t just end. This is also the first time in my life I’ve had friends I felt comfortable playing games online with. But even so, my all day farm session in Destiny recently was solo, intentionally, and I was so happy for it to be so. I do a lot of solo queueing in Smite because I don’t play a lot of their traditional 5 v 5 map (the rage from sub-par players toward all the rest of us sub-par players is too aggravating for what should just be a game). I finally did join a clan but the few times I’ve been online since joining, anyone that asks to queue together, I just ignore.
This also boils down to deeper considerations like, why do I feel guilty enjoying a game, even if I dump hundreds of hours into it? Why is that bad, when to some, it’s the most cost efficient game I’ve ever purchased? I’m sure part of it goes to being in a game design master’s program. Like all disciplines, you have to be well versed in it to have the most tools at your disposal to create new and/or interesting things within that discipline. I.e. read often and widely to write, watch often and widely to create films, and play often and widely to make games. But here I am, returning to the same killing fields over and over and over again every day.
So in the academic sense, is there a parallel to playing these games incessantly that’s akin to reading deeply? Analyzing texts requires becoming immersed in all the minutiae of the text. Can I claim analyzing the minutiae of the game, which requires playing nothing else? Maybe. If I were really doing that. Smite lends itself to that, as a competitive eSport. It demands to be analyzed to improve or be halfway decent at – if I didn’t learn something deeper about the game 90% of the time I played then I would be getting stomped every game. And I take pride in saying I only get stomped in 50% of the games I play. Ha HA!
Spiraling deeper into this rabbit hole of self-reflection, I also acknowledge that I don’t play games very deeply in general. My introspection is around the level of “why was this enjoyable? What did it do well? What could it improve on?” not “What was the intent behind these systems to inform my player experience?” Throughout my program, I’ve been adamant that I am not a game designer. Mostly because true game design positions are a lot of spreadsheets, testing variable changes in slight directions, and seeing how those effects propagate out through the game. I don’t have the patience for that. Give me a to-do list, and I will become possessed with the notion of getting list completed (again, part of my recent infatuation with Destiny) regardless of what the end product actually is, so long as it actually fits the quality benchmark set forth at the start of the project.
That infatuation also speaks to some my addictive tendencies. Why can’t I enjoy an hour a day of a game and move on to another game? For me, that will be a learned skill at some point. I feel the height of immersion at around the 4th hour. So jumping in for an hour and jumping out just doesn’t seem worth it to me. I definitely play video games for escapism; due to that, immersion is my preferred state of game playing. And that is a state easily achieved when I have an infinite number of checklists, ala Destiny.
In the end, what am I saying? Mostly nothing. Just rambling my thoughts because I realized recently I missed this site. Ultimately, I know I shouldn’t feel bad about playing whatever I want, even if it’s the same thing day in and day out. I should’t feel guilty about not getting through my Steam/console/mobile backlog, regardless of my student status. Having said that, it’s not a bad thing to consider taking a break from games that offer little novelty and diving into critically acclaimed alternatives, even if it requires forcing myself to do so. If for no other reason, it’ll give me more fodder to come back to this page with.
Do you guys struggle with this phenomenon? What do you attribute it to? I’m genuinely curious to hear your experiences and thoughts on this topic – it’s one I’ve wrestled with a lot the past few months.
Remember when I talked about a game-a-thon for charity awhile ago? It was a terrible, meandering post about just losing meaning in my life a little bit (maybe the post wasn’t so much about that, but in hindsight that’s the attitude it was written in). This is about that.
I recently tried to get more involved in the Rooster Teeth community. It has . . . been going okay, still haven’t worked up the courage to game with anyone on the site even though I joined a couple of groups for that specifically. Slowly but surely! The best connection thus far has been a Salt Lake City group. One proactive site user in the Salt Lake area has started a team for Primary Children’s Hospital in Salt Lake City, as a part of Extra Life, and I joined!
The link above explains the details of Extra Life, if you haven’t heard of it before. My donation page is here.
Why donate? Why am I doing this?
A) I feel really strongly that all charities should give 100% of their proceeds to who they’re trying to benefit. Check, Extra Life does that.
B) The Children’s Miracle Network of Hospitals uses all of its money to let patients stay at their facilities cost free. On the list of noble causes, that’s pretty high up there. They deserve some help for that, doncha think?
C) I get to play video games for 24 hours in a really cool locale, Gamerz Funk.
I understand that part of the challenge of getting donations is that it’s for a very specific, local hospital. The factor that I think could transcend geography is that it’s helping kids, right? You might not know a kid in Salt Lake City, but they exist right? Kids that need help. So if you have a couple bucks and want to encourage me to last the full 24 hours, consider clicking the link above and donating towards my modest $200 goal. The SLC team I’m a part of has a $5,000 goal that my $200 will contribute towards.
Thanks, you know I love you all despite my absence in the blog-o-sphere,
Time to move over the top-loader and bury that emulator deep in a folder somewhere, because your favorite old-fashioned games have (for the most part) gone mobile!
Classic games still available today for mobile devices have been re-mastered and partially expanded, leaving gameplay and core mechanics widely untouched. But what are the hardware advantages to players using the most current mobile devices?
Check out the specs on the iPhone 5S and Galaxy S5 and you’ll see:
- Display: 4″ IPS LCD
- Resolution: 640×1136
- Pixel Density: 326ppi
- Processor: Dual-Core Apple A7
*specs courtesy of PhoneArena.
- Display: 5.1″ AMOLED
- Resolution: 1080×1920
- Pixel Density: ~432ppi
- Processor: Quad-Core Qualcomm Snapdragon 801
Immediately obvious are the combined capabilities of the processor and impressive display of each flagship smartphone. While these systems support wildly more mechanic- and graphic-heavy titles, they’ll prove more than optimal for your retro gaming experience.
If you miss that 8- or 16-bit style of gaming, isometric player viewpoints, total heads-up display, and super-pixelated graphics (which have seen a huge return), look no further for your next mobile gaming experience than these time-tested classics.
While her spouse may have dominated arcade and early console play in the ’80s, Namco‘s Ms. Pacman has held on as valiantly as her iconic husband. The proof is in her game’s availability for iPhone and Android.
Graphics here are left mostly untouched, but more vibrant and noticeable colors go a long way for the vertical display. Ms. Pacman also features a rendered joystick to turn and guide Ms. Pacman’s sprite through the sea of turns and Power Pellets in the game’s D-Pad Mode. Changing to Swipe Mode will allow you to turn the running PacLass with the swipe of a finger. Collect familiar food items and dots without losing all your lives or it’s game over for you!
While there is certainly a wide array of available ports for the classic Tetris game, I recommend going with EA‘s app. This recommendation comes partially from the app’s availability for both iPhone and Android devices and also because it offers options and supports online leader boards through Facebook.
For gameplay, the app offers classic swipe controls that emulate the original GameBoy Tetris in addition to a One-Touch feature for fast stacking and a Drag-and-Place feature for a more strategic approach involving speed. Riddled with new power-ups and gameplay modes, Tetris deserves a spot in your games folder as an old-yet-new classic!
The control scheme has stayed classic but now offers options. The player may choose from swipe, touch, or tilt modes of control over the froggy to guide him through the classic road-and-pond level complete with cars, logs, alligators, and other timeless Frogger friends.
Final Fantasy VI
All of the game’s original content is available in the mobile port, and the character sprites have all been given a re-master—to mixed reviews. Battle and dungeon backgrounds have been enhanced and look absolutely beautiful. The control scheme has been altered, giving a hexagonal D-pad at any location on the screen that initializes with every touch from the player. Specific battle commands like Sabin’s Blitz technique have been given special controls and the soundtrack has been re-recorded. The player has the option to listen to the soundtrack at any time from the main menu. Let’s just call it a masterpiece of a masterpiece.
With mobile technology seeing continued development, we are sure to see more available retro titles on the mobile platform. Be sure to keep your eyes open for further mobile comings from your childhood favorites.
Written by Blaine Kelton, who can be reached at BLKelton [at] outlook [dot] com. Blaine is a freelance writer with an interest in mobile gaming currently focusing on portability as it relates to control schemes and the remastering of 8- and 16-bit art styles.
Little bit of cross promotion here, but last week my co-hosts at Go For Rainbow interviewed Ian Snyder, creator of an indie game that’s quickly picking up press (and recently got put on Steam Greenlight) called The Floor Is Jelly. Unfortunately my schedule didn’t allow me to chat with Ian and the guys but I just finished listening to the episode and finally got a minute to sit down and play the game. I swiftly concluded I must write a blog post, because you all must play it (and vote for it on Steam Greenlight . . . just sayin’).
The protagonist is a small two-legged creature attempting to traverse each level to make it to a window (and after a certain number of stages, an elevator to go to a new environment). The floor isn’t exactly jelly however – it’s a non-Newtonian fluid (or at least behaves like one). Any of us who spent extensive time on a trampoline as kids have a slight advantage, because it operates much the same way; propel yourself higher with the momentum of the rippling ground.
The artwork is simple, warm, and beautiful. Rounded edges combined with a stellar soundtrack make the stress of continually dying in this challenging platformer seem to fly away on the digital wind blowing leaves across the background. The music is minimalist, but full-bodied – just my style. I haven’t gotten very far but each environment thus far in my quest has introduced a new gameplay mechanic (most recently, hitting a bullseye rotates the entire world to make what was previously a bouncy wall, turn to a bouncy floor). In short, it contains absolutely everything I love about the very best indie games have to offer.
If I had a wishlist, I suppose I’d add some story to it but I bet players across the world are coming up with their own backstory just fine on their own. When you have a game this full of character, it would be hard not to.
Right now you can pick up the game for $10 USD from thefloorisjelly.com, but you could wait and share the Steam Greenlight link if you’d prefer and pick it up in your Steam library because I’m sure in the very near future, this will be picked to make a Steam debut. I’ll tell you honestly – I forgot that I got a free copy of the game, went to the site after listening to the podcast and bought a copy, remembered I had a free copy already, played the free version (lamenting that I had just spent $10) but after playing three full stages (and itching to play more), am so pleased I supported Ian and his game, despite having a free copy. Pick up a copy, and leave a comment letting me know what you think of the game!
I thought before I typed this up, I should check out the Wikipedia page, see if anything about the developer stood out to me that could be a better talking point than just writing up how much I did or didn’t like the game (because I know this game is ages old and me talking about it now is poor form). This is a quote from the Wikipedia entry for this game: “He [the developer] did not expect it to be a success, and that he was ‘half-expecting it to fail for being too stupid of a game.'”
Despite his concerns, this game is dirt cheap and a good time so you should definitely pick it up. Aside from that, I’m going to touch on, once again, how much I love indie games. You’re welcome.
You know why indie developers are great? Because they just wake up one morning (might have been years ago, before all of their incredibly dedicated, hard work, but all the same! it started one random morning) and decided, “This idea is awesome. I’m going to make it myself because it will be awesome. If no one else thinks it’s awesome, that’s too bad, but at least it was awesome to me.” I think I love this mindset (or that I’m particularly a sucker for it) because I’m so the opposite. I get defeated so easily (see: my track record on this blog . . . ) and never have confidence in my own creativity. Actually scratch that. I have a lot of confidence that some of my ideas are pure gold – I also just recognize the amount of effort they’d take to execute and I give up before I begin. So when one dude decides he’s going to make a game out in Microsoft XNA and assumes it’s going to be too stupid to even make him any money so he sells it for $1, and then it becomes an underground favorite – yeah. I love that guy, and all of his aspirations. Having said that, I never played his other game The Dishwasher: Dead Samurai, but all the same! He’s a boss. Cheers to you, Mr. James Silva. Live your dreams, and long live the dreams of all indie developers everywhere.
Speaking of indie developers! My friend made this game called Cyber Heist for his senior thesis/project in a video games development-centric Master’s program and that is awesome that he is in it, and it exists. The game is getting crazy hype and he is getting crazy hype and I couldn’t be more over the moon for him and his cohorts working on the game. Although the premise is tongue in cheek (hackers trying to get into the system to erase all of their student debt), the idea of the second player and first player having complete different gameplay experiences is . . . fairly novel. I can’t think of another game that does that besides Wii U games (people with the Wii U controller in New Super Mario Bros Wii U for example, place jumping blocks anywhere on the screen, and don’t control a character). Comment! Correct me with examples, because I’m sure I’m wrong.
Speaking more about indie games! Tripleslash, the team that made Magnetic By Nature (which I am in love with), is releasing a full version of the game in the next few months. Details seem a little sparse on any official outlet, but it looks like the fully-funded Kickstarter plans on delivering a newly polished, full version in Q3 of 2014 on PC, Linux, and Mac OS. I’m also pretty sure the “Ultimate” version on the official website is for the new, upcoming release, even though the demo video still shows the gameplay of the $1 title on the Xbox Live Indie Aracde (still great, by the way).
Anyway. You know me and indie devs. I’m just a regular fangirl, droolin’ all over people makin’ moves and fulfillin’ dreams without corporate backing. I love you indie devs. Get it, girls.
I started this draft awhile ago, and originally the title was “I will buy a Wii U for Donkey Kong Tropical Freeze.” I am the ultimate sucker for anything Donkey Kong Country related. Have you guys played Donkey Kong Country Returns? Dat game! So good! I don’t know what the critics ended up saying about it, but it had so much charm and the jammin-est tunes since the original Donkey Kong Country, I don’t know how people have survived without playing it. And yeah, I’m being hyperbolic, but Donkey Kong Coutnry Tropical Freeze looks so good and a beloved video game company is doing so poorly . . . I just want to help somehow.
I’ve always been a Nintendo kid. My pedigree includes the NES, SNES, N64, Gameboy Color, Gameboy Advance, and the Wii. I’m a sucker for all Mario, Donkey Kong, and Zelda-themed games. I’m constantly on the fence about splurging and jumping into the portable Nintendo world again, just for a taste of some more Mario Kart, Zelda, and Super Mario Brothers. My frugality has won out so far, but with all of the headlines Nintendo has been making recently about a deeper and deeper plunge into the red . . . my heart breaks a little as I acknowledge my bank account is desperately incapable of helping even the amount of the price of a new console.
I used to think Nintendo was invincible. Even when the 360 and PS3 started eclipsing the Wii hardware, I thought “No way – Nintendo still has something novel here.” And even when the Playstation came out with the Move I thought “Too little too late, suckers.” When Microsoft came out with the Kinect, I thought, “Whoa. That’s pretty cool . . . but Nintendo will pick it back up shortly, they just need a few months.” Time passed, there were more and more reboots of the same IPs and still Nintendo stood in the shadowy plane of 720p behind it’s competition.
When they announced the Wii U, I thought there were some cool features (different functionality on the controller screen versus the main monitor, playing from the controller and being able to give up the TV on demand); unfortunately I knew deep down it would be up to developer buy-in to really launch Nintendo’s console over the moon. People were worried about release titles, but I sagely remembered that no consoles have good titles at launch, so who cared? Then, the hardware specs came out. All so disappointing. All so subpar. All so definitely not next-gen. Was Nintendo losing its touch?
Time has shown . . . that perhaps they have. I’m not saying I won’t still buy a Wii U at some point, but a Playstation 3 is definitely higher on my list, as are a lot of games. But where does that leave this title, and my favorite franchises? I don’t know, to be honest. It’s with a heavy heart and a hanging head that I doubtfully look at the Wii U price, and games available for it.
This is all very rambley and I know it. Grief is rambley. And of course this is all a little over-dramatic, a little tongue-in-cheek, but honestly at the end of it, I do feel anxious about Nintendo’s future, and how little they’re motivating me to help. I’m undecided if one classic title will be enough to make me pull out my wallet and jump to their aid.