Deanna

Shadowrun: Anarchy Review

Catalyst Labs released Shadowrun: Anarchy this past week, and naturally I picked up a nice PDF copy. I then printed out that copy and stuck it in a binder. And then I read it. And let me tell you, I liked what I saw. Shadowrun is notorious at this point for having an overly complex system of dice pools, character creation, and in fifth edition, matrix and astral plane actions in addition to everything that happens on the physical plane. Trapped in a musty cellar? You can alter players’ dice pools on the conditions. Need to hack into some club’s server for a mission? Get out your dice. It’s no surprise that most GMs, myself included, offload some of these things to their players. You wanna register this sprite? Do your tests. Be honest if you glitched.

The Rundown

Shadowrun: Anarchy (or just Anarchy from here on out) seeks to correct some of these things. Most notably, it emphasizes the fact that it’s a collaborative storytelling effort. The GM is there to guide the story along with the help of the players, not so much create a world that players inhabit. From the get-go I can see Anarchy being great for one-off campaigns where people don’t have a lot of time to sit down and plan a run.

That being said, Anarchy gives players and GMs a lot to work with when it comes to character resources. NPCs and player characters have a dedicated chapter which includes a smattering of 60 fully-realized, fully-playable characters in every species, race, gender, and archetype imaginable. It’s incredible how many are in the book. In addition, Anarchy gives GMs a variety of goons to throw at their players. These range from large rats to small dragons and everything in between.

Playing the Game

Anarchy’s character creation process is pretty straightforward. Characters pick their metatype, helps and hindrances, and character-defining cues. This is what’s new to Shadowrun in this version. As opposed to a dedicated GM running a sandbox that players get to experience, the GM acts as that one guy in an improv play that knows what they’re doing. In fact, most of Anarchy is like an improv play: there’s a lot more responsibility on the players to keep the story moving. Turns of gameplay are broken up into narrations, and players can expend plot points to make the story go where they want it to or keep their characters… you know, alive. Which is something I appreciate.

The cue system, as it’s called, gives players plot points to start out with and at the GM’s discretion, gives them more for exceptional narrations. Players do cool things, players get rewarded. Players have a say in the story. If they don’t like it, they can change it. It’s an engaging, fast-paced change from the typical tabletop model where decisions can come back to haunt players. In long-term campaigns, that still persists, though in shorter one-offs, it’s a lot more hands on.

Playing the game this past week went about as smoothly as I’d hoped. The premade characters helped out a lot. (GM Tip: Put character sheets in page sleeves so that players can use dry-erase markers on them. Pencils can tear paper and it keeps the sheets in pretty good condition.) The three players I had picked out characters with ease and we got down to running. We poked fun at the dad-joke cues that some of the characters had, and I led them on a run.

2016-10-07

A sample Anarchy character sheet.

Quirks and Overall Adaptability

I think the hardest thing about running a game of Anarchy was letting go of a lot of the control you have as GM. As a fiction writer primarily, I have set places I want my stories to go and I spend a lot of time building the world they take place in. I’ve been worldbuilding for our upcoming Shadowrun show for weeks, and I still have a fair bit to go. I want things to be as realized and intricate to my players as they are to me. Anarchy takes a bit of that away because players can change things so easily. It’s not something I was really prepared for at first.

Another thing is some places in the book that haven’t exactly been proofread. Some paragraphs reference the alpha test version of Anarchy, which is pretty funny to look at now. Then again, every first-edition has its quirks.

There are other things that just come with the nature of Shadowrun. There are still a lot of rules, and some of them aren’t explained so well. I still have no idea how to orchestrate matrix or astral combat, let alone meatspace combat. Even though skills have been greatly simplified, it’ll take some getting used to.

Also: players get three plot points to start each game session. I mistakenly gave them none. (Sorry guys.) Other than the fact that getting used to a different version of pen and paper RPGs takes time, I didn’t see a problem with it. Catalyst Labs also included a guide on how to convert Shadowrun 5E to Anarchy and vice-versa. Which is incredible. The cues system really exists as something that can be removed, as well, so adapting it to a different setting wouldn’t be a stretch by any means.

Final Thoughts

While I enjoy the finer details of Shadowrun’s vanilla 5th edition, I find myself wanting to use Anarchy in more and more campaigns. It’s good news for my players, it offloads some of the nitty-gritty things that GMs go through, and it makes for a really nice experience overall. It’s interesting to see a pen-and-paper RPG styled more like a board game than anything else, and I like the direction Catalyst Labs went with Anarchy. To me, it’s a kind of party trick to keep in my back pocket. Anarchy makes it quick and easy to get a few friends together and run a session. It’s an incredible introduction to some of the conventions of tabletop RPGs, and Anarchy presents it in an easy-to-learn format. 10/10, Catalyst Labs. Well done.

Overall, I’m super in love with this release. Can you tell?

 

Mobile Games, Root Access, and You: We need to talk.

There are several things I dislike when it comes to mobile gaming. First of all, it’s all those clones of popular games floating around as bootlegs. Second of all, it’s those talking animals that spit back a phrase, but higher pitched and faster. Third of all, it’s mobile games that lock rooted Android users out of their apps. Buckle yourself in, because I have some things to say on the matter. This might be a long, wordy one.

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Animal Crossing Mobile: Hopes and Dreams

On our very conveniently timed podcast this week, we at least mentioned the upcoming Animal Crossing and Fire Emblem games. Nintendo had teased them a while back, between the releases of Miitomo and Pokemon Go. Miitomo was fun for a while and Pokemon Go was something we discussed in-depth. I’d gone so far as to claim that AR is a more viable interest than VR. And now, I want to elaborate on that. At least, I want to elaborate on Animal Crossing Mobile.

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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.

 

No Man’s Sky: One Week Out

It’s been a week, give or take a few hours. And it feels like a long one, at that. No Man’s Sky has released for PC and internationally as of August 12, last Friday, and it’s been a ride. Now, I’m not here to talk about everything that Hello Games had promised that didn’t make it into the final game. It’s been well documented at this point. I am here to speak about my experience with this game in its first week. This isn’t a review, just my early impressions of the game at around 9 hours in.

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TLC’s Shadowrun Tips: Worldbuilding

Following our recent trend of D&D homebrew and other useful tips, I’m back with some Shadowrun tips. There’s no doubt that one of the most fun things you can do as a GM is build a world that your players get to explore. Worldbuilding is satisfying in ways that just writing the twists and turns of your campaign isn’t. Without further ado, let’s get into it!

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Rio Loot Box Opening… and and announcement

If you follow us on Twitter or Facebook, you would’ve seen that we published a few videos recently. Yes, videos! I’m proud to announce that The Lifecast now has regular video content coming to you guys about once a week. We publish all our video content on YouTube, so subscribe if you want to see more! This time around, Adam, Greg, and myself opened up a bunch of Overwatch’s Rio loot boxes, and I’d like to think we had a good time of it.

Below is the playlist for easy watching.

 

Abzû: Fluidity in Control and Design

Hey, it’s another review! I got the chance to play Abzû recently. Being a fan of Journey and Flower, I was incredibly excited for Abzû. The creative mind behind the game is Matt Nava, former art director for thatgamecompany’s previously mentioned games. Instead of working with thatgamecompany this time around, he’s founded his own studio, Giant Squid, the developers of Abzû. While in the same sort of low-poly style as the other two games, Abzû aims to be something entirely different. Let’s take a look, then, shall we?

Needless to say, there are Abzû spoilers ahead! If you care about them, play the game and come back.

 

Premise & Story

You start out as an unnamed scuba diver exploring wildlife among floating patches of seaweed in the ocean. From there, while giving players a short tutorial of the controls, the game progresses in a largely linear track. While there are areas that allow for exploration and interaction between routes of linear travel, you’re more of an accessory for the story to show itself through the world around you.

Personally, I liked this form of storytelling quite a bit. There are some things left to interpretation, and even some lore flavor as you explore deeper into the game. The whole world seemed rich and well-researched with each species of fish that swim around in schools in open areas. There’s not much else to say here aside from the fact that this provided a very laid-back experience while playing the game. There was no real pressure to get to the next area, and players were almost encouraged to take their time and poke around. Overall, I really enjoyed the story and its approach in how it was told.

After passing through a section of the game, the player swims to a brightly colored whirlpool amongst an otherwise gray, kelp-covered cavern. Presumably, this transports the player into a different, more ethereal realm, where they awaken the cavern. Upon returning, it’s now teeming with all sorts of plant and fish life. The theme of awakening becomes a large part of the game; players are able to awaken small nests of different species of fish that will swim around certain areas as well as some small robots that follow the player through each chapter.

Plot Summary

There are seven chapters in the game: the first four end after their counterpart in the ethereal realm has been awakened. In chapters two and three, players can see some imagery of an ancient civilization in mosaics on the walls of caverns, along with shark statues that players can meditate on. As the game progresses, more imagery starts appearing, implying that players are moving towards the epicenter of whatever had existed there before.

In the fourth chapter, players explore the last segment before the last trip to the ether. Here the game introduces pyramids  that will give the player an electric shock if they stray too close for too long. In chapter five, players enter the factory that’s been churning out the small robots that have been following them, and at the end must swim through a minefield of the pyramids to witness a shark get electrocuted by a pyramid that’s a lot bigger than the ones you’ve been seeing around.

Continuing on the game’s path, players explore what I assume to be the center of the ancient civilization. After opening a set of doors and swimming through to the center of the center, the final chapter begins.

Players are granted invulnerability and incredible speed as you rush past sections of pyramids and destroy them, once and for all awakening the areas you had in the ether. Finally, players happen upon the source of the disruptions that they’ve been encountering. In turn, it, too, is destroyed and players secure the reefs they’ve been swimming through from the beginning.

Features & Controls

One thing I have to mention is that Abzû takes place largely underwater. Video games are notorious for having pretty crappy underwater controls, and Abzû is not one of these games. Everything about it is fluid, and that includes the underwater controls. Its quirks mainly come from the fact that instead of adjusting the angle of the pitch, I’m very much used to having the controls reset to a zero point instead of staying where they’ve been directed to. Other than that, the controls are solid, if a little loose, but I get the feeling that it’s supposed to be that way. There’s a boost mechanic to help you get past obstacles, like those pyramids, a bit faster.

There are a couple of features that stand out among the game. First is the meditation feature that doubles as a collectible and a fast-travel system. Littered throughout the game, once or twice per section, there are shark statues that players can sit on top of and “meditate”, watching the fish swim by for an indefinite period of time. It makes a nice screen saver, and the attention to detail in the fish is a bit stunning.

Interactions with the little robots, schools of fish, and the environment are satisfying and very fun.

Aesthetics

My favorite part of the game is how good it looks. The 71 screenshots on my Steam profile should at least say that much. Bright colors adorn schools of fish and plants alike, and even in the dull, un-awakened sections look like they have some life in them. Flora and fauna are fun to swim through, and the game feels polished. I’m talking about a Nintendo-polish level of polish, here. It looks great. Even the meditation sections would make a nice idle display for when you’re not using your computer, as I’ve said before.

The music is composed by the wonderful Austin Wintory, as was Journey’s soundtrack. It’s not something I’d really listen to outside of the game but it fits nicely with the overall atmosphere.

Overall Impressions & Final Words

Abzû is great, and I really love it. It’s a nice, calming change from other games I’ve been playing recently and it’s worth its price tag of $20. It’s a little short at just about two hours, and is on sale on Steam right now for $16. If you want my recommendation, pick it up! Even if it’s just for that meditation feature.

 

All images used in this post come from my own Steam screenshot library. View them all here!

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Deanna’s Shadowrun House Rules & GM Tips

Much like our very own Greg, I GM for our little group over here; however I run a tabletop RPG called Shadowrun. A brief backstory is that sometime in the next few years, orks, trolls, and elves are born to human parents. This marks the beginning of the Sixth World: the return of magic to society and a highly advanced technical era. Corporations run pretty much everything and tax the ever-loving crap out of the poor while skirting around taxes themselves and reaping the rewards. Meanwhile, shadowrunners are those who are fed up with the system, so they made their own. Dealing almost exclusively in black-market, back-alley deals, shadowrunners make a living off-the-grid and on the run.

All this and more lies at your fingertips. (via Save/Continue)

The Main Difference

While D&D may focus more on the story of the world the players are in and exploring that to its fullest, Shadowrun is easier to run a one-off campaign with. Most runs start with a fixer, lovingly known as “Mr. Johnson”, giving one or a group of shadowrunners a job. This could be any number of things: information extraction, assassination, smuggling, you name it. There are plenty of pregenerated worlds for you to set up shop in as the GM. Catalyst Labs, the makers of the game, go to some pretty impressive lengths to make sure that the game is immersive despite this, though.

For instance, Shadowrun not only offers general base stats, but skill sets to go on top of that. At character creation, you get a certain amount of points to put into each section. Dice pools (which I’ll cover later) are calculated depending on how many points you have per skill and how many points you have per attribute. Even on top of that, there are pages’ worth of gear for your players to choose from to make their character exactly how it should be. Since we’re playing in the future, also, there’s another pile of cyberware and bioware enhancements that players can buy. You wanna have glowing tattoos that change color with your emotions? How about hair? Well, you can. No magic needed.

Game Mods

I should start off by saying that Shadowrun, in its fifth edition, is incredibly number-heavy. It’s dense. Character creation, with an uninitiated player, takes a solid hour and a half if you’re fine-tuning your gear list. It’s run entirely through d6 rolls instead of the various dice that D&D uses. For each point you have in a specific skill plus the base attribute associated with that skill, you roll one d6. When characters start getting good, dice pools can easily reach 40 or more.

Combat in and of itself is another beast. If you’re familiar with tabletop RPG combat at all, generally you have an initiative roll which determines the order of operations once per combat engagement. Shadowrun has one every combat turn– and if you roll high enough, you can move more than once per turn.

Complications aside, I have a set of modifications that I implement in games that I run. More than once I’ve considered having gear and weapon cards available for players to look at when they’re offered the opportunity to upgrade. I now know that Catalyst offers such as a printable PDF. I feel as though especially with Shadowrun, the more you can prep your players during the campaign, the better they’ll roleplay.

GMs come prepared. AliExpress celebrates. (via /u/pizzatuesdays on Reddit)

Custom Mechanics

To keep gameplay moving with a regular group of six or more, I’ve modified the way things are supposed to be. Just a touch, though. GMing is a fairly new experience so I’m keeping it pretty vanilla for now.

One thing I completely threw out the window in the current campaign is turn-based astral and matrix combat. It’s a free action, it just happens. My attention capacity isn’t enough to have up to three separate initiative counts running. Shadowrun 5e has rules for hackers and mages performing combat in their respective planes, but it’s complicated, slows down physical plane combat, and isn’t really fun unless you have a party of all deckers and technomancers or astral-projecting magicians respectively.

I also run simplified rigger actions. This is a bit of a homebrew solution, as either it’s not discussed in the core rulebook or I keep overlooking it. {Double-check the rules on this.} Since there’s only one rigger in the group, I don’t want to slow them down in combat. Plus, if you’ve spent 100,000 nuyen on a Roomba, you should at least know how to use it.

Another mechanic of combat in Shadowrun is the fact that guns fire different counts of ammunition per pull of the trigger. This creates interesting layers for advanced players like reloading and being careful with what they shoot. Once again, I threw these out the window along with things like carry limits and guns being unconcealed by default. There are a lot of little things like this that I choose to overlook because they can slow down the roleplay.

House Rules

My first house rule is that if anyone has a legitimate concern with something happening in the session, voice it. Things like extensive torture, mutilation, and the like can be stuff that does happen in the underworld. Just because it exists, it doesn’t mean it has to be in the session to move the story along. This is a public topic in the group, but I encourage players to tell me privately if something makes their stomach turn a bit too much. Likewise, I have some limitations with what I do and don’t let players do in accordance with those concerns.

Another, more lighthearted house rule I have is that if you know you’re going to miss a session and want your character to still be active in the background, you write their story. For instance, one player’s character is incredibly mundane, so he went to the dentist during one session. This is mainly to keep people engaged whether they’re there or not. It also usually gets a good laugh.

One other, more whimsical rule I have is something called a point of the D. Players are rewarded for doing cool dumb shit by getting a point. One point is equivalent to one reroll of the appropriate dice pool.

Lastly, it goes without saying, but I run a lot of free sessions since the group is so large and (at least I think) the story I’m trying to tell is important. Not every session has combat because even small battles take close to an hour. There are times where I’ll make decisions for the group to set up key plot points. I’m not sure if this is standard practice, but I don’t do it too often and sometimes a shove in the right direction won’t cut it.

When your crew pulls through that insanely hard battle with one box of damage before down, you end up feeling pretty damn cool. (via Fandible)

Other Encouragements

The only thing that really distracts me when GMing is players who aren’t paying attention to the game. Again, due to the large party it’s alright to check Twitter for a few seconds while you’re not in combat. But don’t watch TV while we’re playing. Or I’ll come for your ass when you least expect it.

I do recommend that everyone be the GM at least once in their own campaigns, just so they’re aware of the work that goes into it. It took me two months to start running one Shadowrun campaign because I was learning its ins and outs and developing the world. Show your GM some respect. Give them the few hours they’re asking for.

Also, help out your GM by reading up on your character a bit. Know what their gear does, know what your cybernetics do, and know what your abilities do. If your character has qualities that affect your rolls, know that, too. Keep up with combat when it happens, and ask questions.
Be engaged in the session. There’s little more that makes me, personally, happier as a GM than when I feel my players are enjoying interacting with the world around them.

Now go out and play some tabletop RPGs. There’s nothing like a bunch of people getting together and telling a story together. That’s really where the magic is.

Cover image is from Shadowrun Universe.

VR’s More Likeable Sibling: Augmented Reality

AR, or augmented reality, is VR’s younger cousin. VR is targeted mostly towards developers at this point. AR doesn’t have many popular apps, and security is becoming a large issue now with Pokemon Go being able to read everyone’s GPS data and sell it to our reptilian overlords.

It’s just like in real life! (via The Verge)

Let me start out by outlining the difference between the two. VR (virtual reality) is essentially using a headset to project oneself into a made-up experience. AR uses images from the world you’re in and puts virtual elements over them, like an interactive skin. Got it? Good.

Plenty of AR applications have already been developed, most notably: Pokemon GO!. The technology and the idea has been around for a while, though. Hell, Ikea has one to help you pick out furniture for your home. There are a plethora of apps that work with Google Cardboard– remember that thing?– that use AR as their base, from horror games to Yelp and Google Translate. The possibilities are endless.

AR’s main selling point is that it’s a lot more accessible than VR. Aside from that free GearVR Samsung was giving away with the purchase of any Galaxy S7 for a while, it’s pretty expensive and hard to get into. Not everyone has $800 to drop on an HTC Vive, and not everyone has the funds to get the newest Galaxy either.

Unless you’ve got one of these that you can put your phone in. Then VR might be within your reach. (via Amazon)

As far as real-world applications go, Yelp and Google Translate have it pretty spot-on. They offer something expected. Useful, instant information about the surrounding world. Ikea’s onto something as well: better to see what your furniture would look like rather than buy it, bring it home, build it, and realize that it doesn’t go with your home decor. At least, that’s what I think.

On the gaming side, there are plenty of things that would benefit from an AR facelift. For instance, take Viridi: a free game on Steam about raising a small garden of succulent plants. There are expansions you can buy that allow you to have plants around an apartment, among other things. If you haven’t picked it up on Steam yet, it’s free (with micro transactions). It’s relaxing and each week there’s a random free plant available in the shop. I highly recommend it. Needless to say, it would be pretty sweet to have some low-maintenance electronic plants chilling in my house.

There are other situations I can speak to that would lend themselves to VR nicely, and for fear of being unable to develop them myself, I won’t disclose quite yet. (Sorry folks!)

The long and short of this is, while I think VR is going to be big and it’s going to be something pretty interesting to get into, I don’t think now is the time. It’s much like 4k video: it’s expensive (noticing a trend here?) and a bit unwieldy. No one’s going to wander around with a full headset on, but almost everyone has a smartphone.

Then again… nah. Still looks silly. (via Engadget)

Furi – Intense Combat, A+ Soundtrack (Early Impressions)

OH MAN. Here we go, guys. Furi is a game where many of my favorite things intersect. First, you have a neon-dipped, fast-paced game based around satisfying controls and combat. Next up, a somewhat vague story driven by characters who sincerely kick ass, in more ways than one. And finally, to round out this list of things, a shorter list: a killer synth-based soundtrack with collector’s edition vinyl, and immensely difficult gameplay.

I should preface the rest of this review by saying that I’m not used to difficult games by any margin. I’m pretty sure Bloodborne and Hotline Miami rank among the hardest games I’ve played. I don’t know if that says anything about me as a person, but I like to take it easy in my games. You know, go along for the ride.

Furi is having none of that. Even during its tutorial level, Furi pushes gameplay that’s challenging to most people. The fights are long and frustrating at times, and my only qualm here is that a checkpoint after a boss has lost a certain amount of health, maybe two-thirds, would be nice. Furi offers an easier difficulty for those who don’t want to put up with the normal one, but you sacrifice the ability to earn achievements and unlock harder difficulties. You also lose the ability to unlock their speed run mode.

There’s something that keeps me coming back to Furi even as the difficulty ramps up. There’s no feeling quite like decimating a boss in their final stage without getting hit, and it’s something that comes with practice. Even in my limited play time so far, I can see myself improving. And we’ll get to that in a bit.

To set the scene, where I’m at, anyway, you’re an unnamed silent protagonist breaking out of prison with the help of some other unnamed dude wearing a purple bunny hood. To gain your freedom, “The jailer is the key. Kill him, and you’ll be free.” After every battle, you learn more about your guide, and about why you were locked up in the first place.

This boss features Carpenter Brut’s “You’re Mine”, composed for the game. (via PlayStation Blog)

Gameplay and Handling

If you’re going to make a boss-rush bullet hell game, you need to nail the responsiveness of your controls. And congratulations, The Game Bakers, you’ve done it. Moving around is satisfying, as it should be with twin-stick games. You have a parry which will heal you when successful, a slash attack, and a dash at your disposal to get yourself out of tight situations and inflict damage. Parrying an attack at the last second activates a “perfect parry”, which knocks the boss down.

There’s some advanced tech in the movements as well, where you can charge a slash while dashing to avoid enemy attacks.While I find a lot of these are situational, it’s pretty nice to know. Along with healing after a successful parry, there are green projectiles that turn into health orbs when shot. They’re few and far-between, and it can sometimes be riskier getting to them than staying put.

There are a couple mechanics which make the long fights more manageable. One which I find breaks up the monotony of endless dodging is that after knocking out a boss’s shields, combat shifts to a close-quarters fight. Additionally, when you take a full bar of life off a boss, your current one is entirely healed. Conversely, the boss gets this advantage as well, and if you fail in close-quarters, the boss heals up their shields, too. This is another area where I’m critical of the choice. It seems unfair sometimes, as parrying while in close-quarters or during the shield phase doesn’t heal all too much, but it’s not a deal breaker.

Between the bosses, there’s a fair amount of exposition. These are like walking simulators with some story and background. I’m not a huge fan of walking through them so slowly. The great thing here is that there’s an auto-walk option, so you can sit back and enjoy the cutscene leading up to the next boss.

There isn’t much but talking and walking. (via The Game Bakers)

Difficulty and Frustration Factor

While I’ve already covered how difficult the game is, I haven’t quite covered how infuriating some battles are. There’s a lot to watch out for, and a lot to focus on. Sometimes due to the colorful nature of the game, projectiles and ground attacks blur together. And while it makes for interesting visuals and some pretty hard stuff to dodge, unfortunately it makes it so I can’t sit for hours and work my way through. I can do 45 minutes at most without getting sloppy– dodging directly into damage, parrying poorly, and giving up too much of my precious life bar. And unfortunately there’s nothing I can do to combat this but get better at rushing the boss and taking breaks.

I don’t want to, though. I want to be able to sink hours into the game without tearing my hair out, and to prove to myself that not only can I get good, but I can actually withstand the difficulty a game puts in front of me without falling off in how effective I am at fighting. I feel like the real fight here is to not set the difficulty to an easier one. And trust me, that temptation is alive and kicking even as I write this.

Up close and personal with the first jailer. (via The Game Bakers)

Soundtrack

Despite all the shortcomings I have with difficult games, the one thing that keeps me going is the soundtrack. Initially I heard about the game browsing on YouTube. I can’t remember what led me there, but I saw a new track with Carpenter Brut’s name on it. I wasn’t a hard sell, Carpenter Brut is among one of my favorite synthwave artists. He sits among several others that are well-known for their music: Danger, Lorn, Scattle, and Kn1ght, to name a few. It’s available for purchase on Bandcamp (here!) as either a digital album or a collector’s edition vinyl, which is limited to a run of 800. Excuse me while I stare out my window and wait for it to arrive, please.

It’s worth the exorbitant shipping price, you gotta believe me. (Image via Bandcamp)

In Conclusion

If you enjoy difficult games, or even just a challenge, do yourself a favor and add this one to your collection. I can’t urge you enough, without being entirely repetitive, about how much you should play this game. Even if you have to do it on easy mode, do it. There’s no game I’d recommend more from this year so far.

Diversity in Gaming: LGBT Spotlight

Everyone wants to see themselves in video games, and that’s not a problem. In recent years gaming has become increasingly diverse, to the point of some games offering both male and female players an equal experience in playing through the story. What’s rare to see, though, is a character in a story-driven game who falls on the LGBT+ spectrum explicitly. Riding on the coattails of Pride Month and still reeling from the Twitter trends of the past couple of days, here’s a spotlight on some of them.

 

Gone Home

Obvious spoilers ahead, but if you haven’t played Gone Home yet, you’re doing yourself a disservice. It’s a short little game about two sisters. The oldest, Kaitlin, has come home after being overseas for some time (I assume for a semester abroad, though I could be remembering that wrong), and finds a note from her younger sister, Sam upon coming home. Throughout the game you play as Kate, and by finding things throughout the house you find out what happened to your sister.

Going in, I thought that something pretty awful had happened. The game takes you through some pretty dingy basements and hidden passages in the old house, so I initially thought it was a horror game. As I progressed, though, it became clear that Sam had run away for some reason or another. It seemed like she had a good life, albeit a tensioned relationship with her parents.

Again, spoilers ahead, if you’re still reading. While you’re exploring some of the areas in the house, you find a feminist zine that Sam and a friend were planning on publishing. If you didn’t catch it before, the game is set in the mid-’90s, and there’s your proof. As you find out more, you realize that Sam had, in fact, fallen in love with her friend and your parents didn’t approve, so they ran away together.

In the end, Sam’s happy. You’re happy for her, you accept her. It kinda tugs at my heartstring a bit.

I remember when all the cool kids were still making ‘zines in the early 2000s. (via Wikimedia Commons)

Life is Strange

Obvious spoilers here as well, folks. I have my issues with Life is Strange, I’ll tell you that from the start. I think the writing’s pretty awful (though who am I to judge?), the devs are really out of touch with what the young’uns are doing nowadays, and a crucial moment between Max and Chloe is entirely skippable. That crucial moment being the decision to kiss Chloe.

While I applaud the game (kinda) for taking on tough subject matter, the writing really gets in the way. And that’s a damn shame. I probably would have played and actually cared about spoilers had I gotten past that. It grapples with a lot: the toxic environment of exclusive clubs in a college setting, suicide, and the whole lesbian thing, to name a few. I just wish it did it better.

That being said, I’m glad it exists. Take that as you will.

Just gals. Being pals. (via Eurogamer)

Dragon Age: Inquisition

This is the only game on the list I haven’t played more than a couple hours of, mostly because I’ve been lost in the Hinterlands since it came out. So I can’t speak much for gameplay or story, but I do know that it has a cast of diverse characters. My favorite being the Iron Bull, purely due to the fact that he’s the first bi or pansexual character I’ve seen in a video game. Again, that’s in my kinda limited experience. Either way, it hits home. Among others, there’s Sera, my favorite gal with pals, and Dorian. This may sound weird but I like that they’re there and that they have a rich history.

The only thing I have to criticize here is the modding community, which I probably shouldn’t, but hey. Personally I haven’t looked at the mods, but I do know they exist. Again, limited knowledge. Maybe I didn’t wanna give it the attention, but look at where that ended up.

If you guessed what I’m talking about, it’s two mods that are available for Dragon Age: Inquisition which change Dorian and Sera’s programming so that they, effectively, are bi. Both characters have a past that directly involves being uncomfortable with what they identify as. I know plenty of people who fall into that label and choose to appear heterosexual because it’s safer, mentally and physically. I kinda think that discounting the history of these characters just because you wanted to romance them says a lot about what we think of outliers to “the norm” in general. I know it’s a longshot on some days, but not after this fucked up month we’ve had.

Unfortunately Sera’s the one character I’ve heard about the least. A damn shame. (via Nerdy But Flirty)

Overall though, I appreciate devs at least attempting to make their casts of characters more diverse. Like I said, everyone should be able to see themselves in a video game. And I’m glad we’re working closer towards that, even if we take a couple steps backwards sometimes.