Lifestyle

Vinyl Highlights #4 – The Uncanny Valley

To close out this miniseries, we come to my most favored record: The Uncanny Valley. It’s not video game related at all (unless you consider the artist’s cameo in Hotline Miami) but I think it’s great nonetheless. It’s probably my favorite atmospheric album, if not my favorite album of all time. But after all, who would I be if I didn’t at least collect records that aren’t video game related? Maybe a more niche collector, but that’s not the point. The point is that this one’s my favorite. It’s also the only deluxe edition I own. How I obtained it is irrelevant.

Vinyl Highlights #3 – Furi

By having so many different artists with different styles on one soundtrack, The Game Bakers gave each and every boss a personality that the player gets to know through their music.

Vinyl Highlights #2 – Undertale

Last week we revisited a classic, and this week we move into the realm of recent hits. Undertale is just barely two years old, and has made an impression on internet culture– for better or for worse.

Vinyl Highlights #1 – Hotline Miami

Introducing: Vinyl Highlights! A four-part series highlighting Deanna’s video game vinyl collection, and a brief look into others she has stashed away.

Relaxing Games: Things to Play When You’re Stressed

With the holiday season upon us, it’s high time for stress, commotion, and of course, a lot of really good food. Sometimes though, it’s important to take a step back and chill. Sometimes it’s with a book, sometimes it’s with some music, and sometimes you need something to take your mind off of things for a bit.

The 5th Boston Festival of Indie Games

This weekend we here at The Lifecast went to the 5th Boston Festival of Indie Games–or FIG for short. Not only was this my first FIG, but it was my first event as a member of the media/press, making this event all the more memorable for me. Not that I needed that for this event to be memorable by any means, because there were a myriad of amazing indie games–both tabletop and video–to play. The event was hosted by the MIT Johnson Athletic Center in Cambridge (which neighbors Boston) and hosted thousands of indie game developer teams and players who came to find out about all the new and upcoming indie games: Here are the titles I had the opportunity to play.

 

Cheer Up

cheerup

Upon entering the venue, we were greeted by Cheer Up–a simple but hilarious tabletop game. One person draws a question card–alongside the question, it’ll say what kind of cards the players need to use to answer it. A detail (D card), thing (T card), or action (A card) and in what order they need to go. The player draw 2-3 of the cards they need and use the cards to answer the question. The person who drew the question then draws a rule card to mix things up a bit–things like swapping cards, maybe you have to do something while you answer your question, etc. Hilarity ensues, and it absolutely did when we played a few quick rounds. Although a black and white printable version not featuring the cute face of the dev’s dog Niko is available for download on their site for free, the full, color version that we played isn’t available yet. We talked a bit with the dev who said he’s hoping to put it on Kickstarter soon–hopefully early October if everything goes well–and we definitely had a fun time with it, so we’ll definitely be on the lookout for it. I also need to thank the dev who was giving out free coasters just as I was thinking I needed some in my new apartment just the day before–so I think that was one of the funniest moments of the whole festival for me.

 

Now Everyone Get the F%$# Out!

fuckout

Developed by Star Cap Games, I’m actually no stranger to Now Everyone Get the F%$# Out! (henceforth FOUT.) There’s a monthly gaming event here in Boston called Game Over. It’s mostly a few fighting game tournaments, but there have been set ups for Rockband, Magic: The Gathering,  and other tabletop games in the past as well–including FOUT. Although I haven’t been to every Game Over since they started the event, I do go to as many as I can and I’ve made it a point to always look for where this game is set up. I always have so much fun playing it. Inspired by a wild house party thrown by the dev during her sophomore year of college when her roommate was desperately trying to study for a final she had the next day, FOUT is a game where you and your fellow players are trying to get people out of your dorm party so you can study. Everyone has a number of people in their room, and you’re given cards with party items (EX: bouncy house, pet rock, pizza, etc.) and each of those items has a fun rating. The higher the overall fun rating of your room, the more people there are. The person with the highest fun rating is the party animal, who gains people in their room at the end of each turn. The person with the least is the nerd, and they lose a person at the end of each turn. Of course there are items and event cards that can mix things up, as well. The aim of the game is to get everyone the f%$# out of your room so you can study. According to their facebook page, all the copies available of FOUT were sold at Boston FIG, but there are plans for making more.

 

Fall of the Last City

fallofthelastcity

Marred by a very lengthy explanation of the game that ultimately didn’t do us much good, this was definitely one of the more fun tabletop games we played at FIG. Set in a post-apocalyptic world and developed by Christopher A. Barney, Fall of the Last City was surprisingly the most competitive game I think we played at FIG. Using paths, bases, and soldiers, the aim of the game is for the last city to be taken over. You and your fellow players will try to create paths to get to the city, and take its resources and citizens to join you and help you get soldiers. Where this game shines, however, is in its alliance system. In a way that reminds me very much of the Nonary Game in Virtue’s Last Reward, when you cross path with another player, you have the option to challenge them. When in a challenge, you can ally or fight. If both players ally, then you exchange alliance tokens and you can freely use each others paths, and you both get resources from the city. If one person chooses to fight and one to ally, then the player who chooses to ally will lose a base and a number of soldiers. If both players fight, then the one with the fewest soldiers on hand loses those soldiers as well as a base. Having alliance tokens helps you win at the end of the game, so you’d think that everyone would just want to ally all the time, right? Wrong. Reducing the number of soldiers your enemies have–not to mention taking one of their bases–is a very alluring idea, so it made for lots of strategic and competitive fun during the game. This game has a lot of complex rules that take a bit to get used to, but once we got the hang of it, it was a very enjoyable game.

This game was originally intended to be an Ingres-esque board game on Google Glass, the dev explained to us, but as Google Glass became increasingly less popular, the idea of making it a tabletop game appealed more and more. Wanting it to be something Mad Max-esque and something more physical–something that wouldn’t require a large team of artists, but rather, something the dev could make with his hands–the idea eventually evolved into what it is now. Fall of the Last City isn’t available for purchase currently, but the dev explained to us that he hopes to have it on Kickstarter by the end of the year if everything goes well.

 

Kung Fu Shadow Fist

kung-fu

The first Vive game that any of us had played, Kung Fu Shadow Fist is a VR game being developed by Digital Precept. It’s a simple game where you use the Vive to fight off dozens of training dummies–a VR version of an arcade brawler. There’s no complex gameplay, the devs explained to us, and it’s a game focused on the speed of your hits. You don’t need to be a martial artist to play this, either, because you can slow down the speed of the game if you want. The game is meant to feel like an 80’s action movie where you’re fighting off a lot of bad guys, and rather than fighting one guy with 100 HP, the game wants you fighting 100 guys with 1 HP, they added.

Sure enough, it was exactly that. A really fun VR arcade brawler. My only complaint was that the shadow step mechanic, which is used to rapidly move you from one spot to another, still felt really unfinished since I never felt sure about where it would land me and at what speed. You can play this game without that mechanic however, and aside from that, was really fun. It’s currently in its early alpha stage and on Steam Greenlight.

 

Perception

perception

This was the game I had by far been looking the most forward to. I’ve made it no secret that Bioshock 1 and Infinite are my favorite games of all time, and this game is being produced by a team led by the lead level designer of Bioshock 1 and design director of Bioshock Infinite, Bill Gardner, and his new team, Deep End Games. Set in Gloucester, MA, Perception is a first-person horror game in which you play as a blind woman, Cassie, as she tries to find her way through a haunted house using nothing but her limited sight and echoes. While she’s there, however, she starts hearing things, and it quickly becomes clear to her that she’s not alone. Lots of research was put into the idea of using echoes to find your way through the area, Gardner explained to me, because it’s an idea he had been considering for years but wanted to confirm it was a real thing that people can and have done–and it is. Gardner explained to me how he even met up with a teacher from World Access for the Blind who explained it in full detail to him so he could fully capture it in Perception.

Just as the Bioshock games have a focus in their beautiful, detailed narratives, so does Perception. It’s very clear that (for obvious reasons) this game takes narrative inspiration from the Bioshock games, as there are tapes–audio diaries–you can find and listen to throughout the house and listen to that helps tell the player about the previous owners of the house and piece together what happened. Gardner explained to me that he wants to make sure that the narrative is clear in Perception, as there seemed to be a bit of confusion regarding the ending of Bioshock Infinite–therefore, he’s trying to step up from Infinite and make this narrative as wonderful as he can. Also similar to Bioshock, this game has a very rich, detailed area that it takes place in that’s practically a character itself since you find yourself so invested and interested in this house and what possibly could’ve happened to it.

This game is much like a game of cat and mouse, he explained to me. As mentioned before, Cassie isn’t alone in the home. There’s something else with her–a Presence. And when the Presence appears, you have to hide. As mentioned before, Cassie is blind and finds her way around by echoes. When you tap something–when you make an echo–an otherwise dark room will be clear to you for a few seconds Or, if there’s something in the room that makes sound (EX: a ticking clock) you can see things using that echo. It’s about your relationship with the space, and you’ll familiarize yourself with it, Gardner said. If you make too much noise, the Presence could come out, so there’s a level of risk involved with using the echos which only adds to the constant suspense looming in this game. I can’t wait to play this game once it’s complete, because there aren’t many games–let alone demos–that got me feeling the same sense of dread and nervousness that you feel in Perception. As a horror game, Perception has already very much succeeded.

This game was Kickstarted in May 2015 and is currently available for pre-order on Steam. Gardner indicated that he was hopeful about an early 2017 release date, and hopefully, an eventual physical release date. There was a lot of time and love put into this game that you can see (or hear, rather) in every inch of this game. This was, by a large margin, the finest game I played at Boston FIG this year.

 

Tailwind: Prologue

tailwind

Tailwind: Prologue immediately stands out with its creative concept: It’s a shoot-em-up game being developed by Cipher Prime. Rather than being a typical shoot-em-up that relies on finding a sweet spot to shoot from and moving forward, Tailwind throws it all on its head by reversing everything: It’s a shoot-em-up about a falling ship that focuses on movement and melee attacks. The dev called it “An aerial ballet.” Gameplay was very tight and from the few minutes of this game I played, I could already tell it’s a very unique experience. Visuals were gorgeous, colorful, and minimalistic. As the dev explained, they took aesthetic inspiration from games like No Man’s Sky and Fire Watch. This game was originally a Humble Original exclusive during April. Unless you were lucky enough to get it then, there’s currently no other way to get it currently, however, the dev explained that they’re currently looking into ways to add a multiplayer option and campaign mode.

 

Inariinari

One of the most visual games I played, Inari is an upcoming mobile title devloped by Spectrum Studios about a fox god whose shrine is destroyed. When the shrine is destroyed, so is the light shard–which you must now find pieces of throughout the game. A very solid 2D platformer, the devs explained to me that they wanted to make a mobile game that was aesthetically appealing, had solid gameplay, and a good soundscape. There’s a particular focus on the beautiful soundtrack which was developed by Zhao Shen, who helped make this game all the more immersive. There aren’t that many immersive mobile games out there, the devs explained to me, so they wanted to make a mobile game that had that sense of freedom-as though you’re soaring–and immersion. When I tried the demo, sure enough, it was a very gorgeous game with a wonderful soundtrack, and although the gameplay was very basic, it was also very tight and very solidified. This game shows a lot of potential–especially now that mobile games are starting to become a much bigger market.  The game is currently in a private beta that’s still taking sign-ups, but if everything goes well, should be out in early 2017 or Spring.

 

Maze Racers

mazeracers

This was a pretty interesting game–it felt really finished, and honestly like a game that you’d find on the shelf of the board game section of a major retailer. Developed by FoxMind Games, Maze Racers is a simple game: Using pieces of foam and your board, create a maze for a ball to get from point A to point B that your opponent has to figure out. The board is magnetic and there are magnetic strips at the bottom of the foam pieces, so everything fits really well–additionally, you’re given a little cylinder the same width as the ball so you can make sure it fits. Once one person’s maze is done, your opponent has a minute to finish theirs before you switch. The first person who can solve their opponent’s maze by getting the ball from start to finish and back again is the winner. It was simple, creative, and like I said, already seemed very finished. The game is currently available for purchase on Amazon.

 

Dragoon

dragoon-game

I didn’t get to play a full round of this game because the festival was beginning to close down, but I played it long enough to know that I enjoyed it very much. I’m clearly not the only one who enjoyed it, because it’s won awards at FIG in the past–which immediately got my interest. Developed by Lay Waste Games, Dragoon is a 2-4 player game in which you play as a dragon trying to hoard treasure and take over villages and towns. A simple, but charming concept. Each round of turns has 3 phases: Populate, Action, and Tribute. During populate, new villages and towns up for the taking appear. During action, each player takes their turn–they can move, play cards to cause events, take gold, towns, and villages, etc. And during tribute, you and your fellow players collect the gold from your villages and towns. The first player to 50 gold wins.

There’s currently a special edition of the game up for pre-order now on the site that ships in October–it’s the version I played at FIG, and I’ll vouch: It’s a very well put together game. It seems like a game that would work very well if it were also mass produced and sold at major retailers since it’s very easy to jump into and have a lot of fun with.

 

My Verdict: The Best Games I Played

city

Although some games were better than others, I didn’t play any bad games at Boston FIG. Every game brought me some kind of enjoyment, and I left the festival very thankful for that. I had a great deal of fun at Boston FIG, and I’ll certainly try to come back to it next year as well. There were a great deal of game devs already at the festival, but I’d love to see this event become even bigger–perhaps getting so many devs that it becomes a 3-day event that requires a convention center–very akin to PAX East. I think it would work especially well that way because PAX focuses on triple A titles, and though there are plenty of indie games, yes, wouldn’t it be amazing to see an entire convention center of nothing but indie games? The festival seemed all too short, so if nothing else, I wish it had gone later into the evening than it did.

 

Favorite Video Game: Perception

The most realized, professional game I played at FIG, Perception seems like it will be a fantastic game once it’s complete. It’s creative, clever, suspenseful, and gives the player such an unparalleled sense of fear I haven’t felt from a game in quite a while. If you haven’t already been keeping an eye on it, you should be now.

 

Favorite Tabletop Game: Dragoon

Although I didn’t get to play it for long, it became immediately clear why this game is so beloved. It’s a very creative concept with solid rules and it’s really easy to have fun with. My only nitpick with it is that I wish it could host more than 4 players.

Persona: The Ultimate Back-to-School Series

Chances are if you’re living in the United States and your school year hasn’t just started, it’ll be starting in the upcoming week. As schools around the country begin to go back into session, I think now is a great time to remind everyone why Shin Megami Tensei’s beloved Persona series is the ultimate back-to-school series.

For anyone unfamiliar with the Persona series, its one of the many–and arguably most popular–series in the Shin Megami Tensei franchise owned by Atlus. Shin Megami Tensei contains many series that, although usually not in the same universe, contain similar themes, enemies, combat, etc. such as demons, religion, very in-depth psychology, and they’re all either turn-based or strategy JRPGs. It’s very similar to the Final Fantasy franchise in this respect: There are multiple games and series that are under the umbrella of the same franchise by certain themes and gameplay. Like the Final Fantasy games, you don’t have to play any of the games in a specific order. Some of the more well-known series are the main Shin Megami Tensei series, Devil Survivor, Digital Devil Saga, and of course, Persona.

The first Persona game–Revelations Persona–was first released on the PS1 in the States in 1996, however the Persona series wasn’t very well-known until the release of Persona 3 on the PS2 in 2007. Persona 3 was almost an overnight success thanks to its improved combat, memorable characters, and the introduction of the social link system that would become a trademark of the Persona games. If Persona 3 is what put Persona on the gaming map, then Persona 4 is what made Persona its own country. Although the gameplay remained almost entirely unchanged from 3, thanks to the engaging story, critically acclaimed writing, and lovable characters, people couldn’t get enough of the award winning game. Atlus took notice and gave it a Vita port, two different anime series (and some movies for Persona 3), two fighting games, and even a rhythm game. Suffice to say, Persona 4 became a hit not just among JRPG fans, but gamers in general. But what about this series makes it the ultimate back-to-school series?

Is it because they’re (mostly) excellent games? No.

Is it because they just happen to have the player in their school a lot? No.

Is it because they all have a portable port of some kind that’ll allow you to enjoy them even at school? No.

Although all those things are true, the main reasons that the Persona franchise is the ultimate back-to-school series is its history and unique take on managing your school life.

via giantbomb.com

via giantbomb.com

In 1994, Atlus released Shin Megami Tensei If… (henceforth SMTI.) Only released in Japan, SMTI was meant to be a spin-off game for the main Shin Megami Tensei series. The main focus of the game was to focus on a smaller, more intimate environment than that of the main Shin Megami Tensei games: Therefore, unlike the rest of the Shin Megami Tensei games, it was set in a high school. Critics enjoyed the new setting, and rather than make more SMTI games, Atlus decided to instead make an entirely separate Shin Megami Tensei series that would take place in high schools: Thus, the first Persona franchise was made all because Atlus wanted to continue setting Shin Megami Tensei games in high schools.

The high school setting would be fully realized in Persona 3 when managing your time between school, friends, hobbies, jobs, fighting, etc. would become one of the most major gameplay mechanics in the entire game. The game has a calendar in its corner, and you choose how you’ll spend each day. There’s a plethora of options, but the one thing that’s not optional is going to school. After school, however, you’re free to do whatever you want–even stay at the school for things like clubs, student council, studying, and hanging out with friends. Even though time management doesn’t sound like fun, it’s one of the best parts of Persona 3 and 4.

Since it’s unavoidable and sometimes even dictates what some of your friends will want to do–or even if some of them will be available–school will be one of the biggest parts of your protagonist’s life, just like it is for regular students. Or is it? Yes, you can choose to not study, you can choose to never join a club or hang out with your friends at school or make new friends, but to do so is pretty unwise since you simply won’t be able to get the full experience of this game–not to mention the social links. Regardless of how you treat it though, school will be a big part of the protagonist’s life–a life that you, the player, are now managing. It’ll take up time, yes, but it’ll affect your friendships and social links and even get you new ones. Plus it’ll often have ways to boost your stats–particularly knowledge. It’ll often help guide the story along, as well.

via firsthour.net

via firsthour.net

Just as school is a major part of life for any student, it is in Persona. Because of the day-by-day calendar this series works off of, school will become a major part of your life in Persona. It’ll help earn and strengthen social links, up stats, and sometimes it’ll even guide the story. Because of its extreme amounts of influence in what the player does in Persona–in addition to the fact that the franchise was made for the sake of being a Shin Megami Tensei series that took place in a school–Persona is truly the ultimate back-to-school series. It treats school life in a realistic-yet-enjoyable way that no other game ever has–probably because that’s the whole idea around which the series was made. Part of the appeal of the Persona games is their immersion–immersion which the school setting helps create more than any other element in this game.

All of these games have a portable port of some kind–all on either the PSP or Vita–so they’re all very accessible and can even be brought to school with you. This critically acclaimed series is definitely not something you should miss–even if you’re not a fan of JRPGs. It’s very hard for JRPGs to pull off a modern setting with minimal sci-fi/fantasy involved, but like similar titles like Earthbound and The World Ends With You, Persona gets it right in a way that not even they do–it values time management, self-improvement, and being social much more than most other games in general. Alongside being the ultimate back-to-school series, the Persona series–particularly 3 and 4–is one of the ultimate game series in general. If all these other reasons for being the ultimate back-to-school series so far weren’t enough for you, let it be your ultimate back-to-school series because it’ll distract you from the mundane routines of back-to-school season.

via kotaku.com

via kotaku.com

The Shine 2016 Experience

This is going to take a bit of a different turn from what I’d typically post. That may or may not be a good thing. As some may know already if you follow me on any form of social media, Shine was this weekend. To preface this article, Shine was the first major tournament series I attended. I’ve been to and hosted small local tournaments, but this was different. I walked in almost uninitiated with the Smash Bros. community as a whole; I knew about a few high-level Melee players and that was it. So, without further ado, let’s get into it. This’ll be more of a reflection article rather than a review or something similar.

About a week before the event, a few of us here at The Lifecast decided we should try and spring for media badges. It’s a local start up event, we’re a Boston-centric start up thing. Maybe it’ll work out. And it turns out: it did. So the day before the gig, Dan, Adam, and I went to get our badges.

Badge pickup was really pleasant. Since Dan and I were there for (almost) strictly media, we got to check out the space before the event started. The setup of the venue was roomy enough to accomodate row after row of setups, a spacious main stage and audience area, a few merch booths, and a backstage area which has caused a bit of controversy in the past few days. We had a discussion about it in the latest episode of our podcast, though, so I won’t detail it here.

During the event, there was a lot of time to walk around and really see what was going on. From what I understand, competitors didn’t feel rushed into their next match. The whole thing was timely and surprisingly organized. Nothing started earlier than its designated time and nothing ran late. Overall I’m really impressed with the ability to have a set schedule and stick to it for such a large, first-time-run event.

The entire weekend really piqued my interest for competitive games in general. I asked so many questions but I’m glad I did. Not only did I find something I’m really passionate about in photojournalism, but experiencing Shine made me want to keep up with a community I had only scratched the surface of before.

And I guess that’s all there is to say about that. It was surreal. Below you can find the curated pictures I took over the weekend. We’ll have other media, including interviews with ESAM of Panda Global and Shi Deng of Big Blue eSports, coming within the next few days so stay tuned for that.

All images featured in this post and in the album below were taken by myself.