2016

Oxenfree: The Most Disappointing Game of 2016

As 2016 comes to a close, gamers everywhere are talking about gaming’s best and worst of the year. When talking about the worst that gaming had to offer this year, I could pick the low hanging fruit by talking about No Man’s Sky or Mighty No.9 but there’s very little to say about them that hasn’t already been said at this point. Instead, I’d like to tell you about Oxenfree: The most disappointing game I played all year.

As its described on Steam, “Oxenfree is a supernatural thriller about a group of friends who unwittingly open a ghostly rift. You are Alex, and you’ve just brought your new stepbrother Jonas to an overnight island party gone horribly wrong.” It has very positive reviews on steam, particularly positive reviews off of Steam, there seems to be an element of thriller to it–which I appreciate–secluded ghost island as a setting, gorgeous stylized graphics, the choices matter tag, so when I see this I’m thinking this game looks like something right up my alley. Months later, after being very high on my radar for quite a while, I finally got it and by this time, I’m looking incredibly forward to it.
Immediately once I start playing it, the first thing I notice is that this game runs like a potato on my laptop. In its defense though, my laptop isn’t too good for gaming. In any case, it took decades for a single scene to happen because there’s a lot of conversation in this game and talking speed is fine, but the animations for characters talking is incredibly slow because of the aforementioned potato-ism. And so each conversation was like a battle to the death with my impatience because after any sentence would end, I was generally waiting an extra minute or 2 to hear the response to it because the talking animation is still going. But as I said, I more or less excused the game for this since my laptop was the reason this was happening, and I didn’t have another way of playing it. This complaint wasn’t necessarily the game’s fault, but it certainly didn’t aid toward my attitude of it as the game trudged on.

via nightschoolstudio.com

So our story is that these high schoolers are going to an island on some kind of  school trip–except that the rest of the group isn’t there yet? But also because our protagonist didn’t want to be alone on the anniversary of her brother’s death? The reason for their being there isn’t exactly made completely clear, so right off the bat the writing needs some help.
Now, our main characters are a group of high schoolers. And very early on I started thinking that, in the nature of writing realistic high schoolers, all these characters are shit heads.  You play as Alex, who’s very much a special snowflake. We’re already off to a bad start because the only thing I hate more than characters who are written to be special snowflakes just for the sake of being special snowflakes is when the main character is a special snowflake just for the sake of being a special snowflake. And what’s worse is that this game goes out of its way to remind you that she’s a special snowflake on multiple occasions, only driving the nail further into the coffin.Then we have her “friends”: New step brother that nobody’s friends with yet, quiet girl, the guy who brought pot brownies, and bitchy girl that nobody likes and there doesn’t seem to be a reason why anyone invited her in the first place.
But again, I tried not to think about this too much since that’s just the nature of writing a set of realistic high schoolers. High schools are full of shitty people. So again, I let this one go thinking, “Well, these characters are high schoolers and high schoolers are shit heads, so it’s natural that they’d be shit heads. …Even if they’re shit headier than most high schoolers buuuuttt—
Our supernatural situation is presented fairly early on after the world’s longest campfire game of exposition, courtesy of my laptop, and it’s that the ghosts are triangles…? At first I thought that was fine, a little weird but fine, I’m sure it’ll all make sense later on, it’s still only the first hour of the game. This’ll definitely be explained later on. (Spoiler alert: It was never explained later on.)

via polygon.com

If it isn’t already really obvious, by the one hour mark, I was already having to actively try to make myself like the game. After all, it looked so interesting and the reviews were so good–maybe it just had a slow start? Maybe the characters would get better? In any case, after your contact with the triangle ghosts, you and your “friends” get separated, (y’know because ghosts) but you’re able to find a way to communicate with each other so now you and your step brother are gonna go pick em up. And the process is…long, to say the least. Between the lagging on my laptop and the needlessly long and winding roads in the game, traveling from spot to spot was a pain, to put it simply. It was a pattern of click a few inches away from Alex, wait for her to finally catch up, wait a little longer, click again. For several hours of the game. (That alongside making decisions and adjusting your radio is all the gameplay you’ll see in Oxenfree–it’s very much a story and decision driven game.)
50 years later when you finally find them, you guys start to make a plan for how you’ll escape. Luckily for us, turns out Alex used to go to this island all the time with her dead brother, so she knows where the dead owner of the only house on the island kept a boat that’s surprisingly not dead. So they go to the house, and FINALLY we have some kind of more direct communication with our ghost pals via the girl that nobody liked or missed anyways. If the writers wanted the ghosts to possess a person with hopes that it’d put our moral compass in a tizzy, they chose the worst character for the job. (Not that there were any good choices, but this was still the worst choice.)
Up until this point, the ghosts have been screwing with us, making small fragments of time repeat, photobombing, etc. but sit down, friends. Let me tell you what finally made me admit to myself that I wasn’t having fun with this game, and that’s the brand of “creepiness” that this game uses.
Here’s where we enter the wonderful realm of subjectivity: What one person finds creepy, another may not. But like all things, there are many things that most people agree is creepy. And like all generalizations, these generalizations will evolve with time. So what this game uses to creep us out are red eyes, small time loops, radio static noises with mixed voices, intentional visual “glitches”, never explicitly stated satanic themes, and of course, those weird triangles.


When something is creepy, that means it creates a feeling of discomfort within us. Like robots in the uncanny valley, seeing a middle aged man look at a 16 year old girl for a little too long, or even something more conventional like a black cat walking under a ladder. Another big part of what makes creepy things creep us out is whether or not we’re used to it. Taxidermy is another thing that creeps most people out, but do you think that when a taxidermist looks at their collection they get creeped out? Probably not because they’re so used to seeing it that they’ve got used to it. It’s normal. And this is where Oxenfree falls.
Red eyes. Intentionally glitchy graphics. Radio static and mixed voices. Satanic implications that are never blantantly spelled out. These are all things you’ll find in other recent games that try to be creepy, or on an edgy 12 year old’s tumblr. Hell you’ll find these things in a Hot Topic. Red eyes? Okay, that’s a trope that’s been used since the beginning of time. Free pass. Intentionally glitchy graphics? Satanic themes that are never blatantly spelled out? Both things that have become very fashionable when trying to portray something as creepy in a more horror oriented way.
Satanic themes that are implied by never blatantly stated are especially trendy lately. Not just in movies and games, but even in fashion–I can’t tell you how many girls I see sporting clothes or accessories with ouija boards these days. It’s hip, it’s trendy, and why wouldn’t it be? Because by the looks of all the recent horror movies, sometimes-explicit but usually just implied themes of Satanism or the devil are in.
As for the intentional visual glitches? Huge trope right now. Found footage and “based on true-ish events” movies are HUGE right now, and this trope is a STAPLE for them. And this trope translates very well into games, so we’ve had no shortage of its usage lately. Undertale. Pony Island. The Stanley Parable. I can go on, this goes back as far as Metal Gear.
Bottom line, the only traits they use to portray creepiness are all, in my humble opinion, trite, cliche, and overused. But because they’re what’s fashionable right now in this wonderful age where unexplicit Satanic themes that are never fully explained or explored are popular, of course that’s what they’re going to go for. The low hanging fruit. And I’m bored of that brand of creepiness. I’ve been bored of it for ages now. And because I’m used to seeing it so often in media, it’s no longer creepy to me. And worst of all, this game uses the most textbook version of that brand of “creepiness” as a crutch to distract from it’s poorly explained story,  featuring characters that I just don’t care about.

via kotaku.com

Suddenly, the only reason I was playing this game was in hopes that everything would be explained or that the story would take a total 180, but neither wish came true. Such is the nature of a lot of stories like this, the evil, supernatural force is never quite explained. It’s just there because it happens to be there, and unluckily for you, you happen to be there, too. Go figure. The rest of the game went by like this. A story that was never fully explained, featuring characters that got no better despite the game’s efforts, gameplay that felt more like a chore than gameplay, I wasn’t getting any enjoyment from this game anymore.
That’s not to say it had no positives though, it did do some things I enjoyed. The visuals, first and foremost, are fantastic. Second, I will preach to the ends of the earth that if at least half of your game’s gameplay is based in making decisions, there BETTER be different outcomes to these decisions–and I don’t mean a Telltale, oh it was different for 3 seconds but both options resulted in the same outcome anyways kinda different, I mean completely 100% different. And these different paths better lead to different endings, and on that front, Oxenfree absolutely delivered. Despite how slow and painful conversations were, I still felt like all my decisions actually held weight–and lo and behold, they did! In fact, it does that thing at the end where it gives you a percentage of how many other players made the same decisions as you, and I love that. I wish more games did that.
And finally, it’s not like this game didn’t even try when it came to the writing. There were these brief, evanescent moments where you can tell that they were trying to care about the situation more, or sympathize more with a character, or even just trying to really get you caught up in a moment. But alas, just as quick as you could tell that they were trying to make some headway with the writing, just as quickly it seemed to stop.

via indiehaven.com

The best example I can give of this is in that campfire game at the beginning. You can ask Jonas if he went to juvy and he’ll say no. Of all the questions you can ask Jonas this one seems the most far-fetched, especially at the time. Like, who do you have a crush on? How do you feel about your new family? How’s school? Have you ever been to juvy?And from right then and there, even though he denies it, the sole fact that such a standoff question in a game void of silly or irrelevant options is even there tells the player that he’s been to juvy. There’s no reason for the game to even bring it up otherwise. So the whole game you’re waiting to hear it him admit it. And it makes you curious about him. Why was he in juvy? Why won’t he tell us? You become curious about Jonas.
And then, close to the end of the game, when he finally tells you, he doesn’t even treat it like a big deal. He’s like, “Yea, I beat up a kid because he threw a baseball at my head and went to juvy. Didn’t say anything earlier because…aaaahhh I dunno’. “And then it’s never brought up again. There seemed to be no reason for it, other than for the sake of making you curious about him, ultimately with pretty much no payoff. Now, if he had told us about juvy–if maybe some event happened there that changed his personality, or even just being there changed him and he described what it felt like to be there, that’d be one thing. That’s payoff, because now we’re getting some tangible character development through backstory. But we don’t.  Like, that conversation could’ve been anything else. We don’t learn anything new about Jonas that we didn’t already know without being told.
Seriously, you can replace the word “juvy” in their conversation about it with the name of any other place and it doesn’t make a difference. You can make it Walmart. And nothing about his character changes. That’s how you know this isn’t giving us any character development. It’s not even used as a way to show that now he feels more comfortable around Alex, because he flat out says that he’s telling Alex this so that she’ll know before someone else in their group finds out and uses it against him. The strategy was there in this attempt at character development, but since the payoff wasn’t, it doesn’t do us any good.


On a scale from 1 to 10 I’d give Oxenfree a 4. It’s not that it was bad necessarily it just wasn’t good, either. Even when you put away how poorly this game ran on my computer and how I just don’t care for the generic, edgy 12 year old on tumblr brand of creepiness that this game uses, the writing just isn’t good. You can tell that they’re trying to write it well, but the magic just never happens. Strategies to help emotionally invest the player are certainly there, but never with any payoff. Especially in light of how much I wanted to love this game, it just makes it all the more disappointing for me. But will Oxenfree be remembered in 2016 alongside the likes of Mighty No. 9 and No Man’s Sky? Certainly not. On the contrary, this game is mostly praised. But for me, at the very least, although this wasn’t necessarily the worst game of 2016, this was easily the most disappointing.

via destructoid.com

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.

2016 in Gaming: What I’m Still Excited For

Now that we’re halfway done with the year and E3 has passed, now is a great time to look around us and start thinking about what the best games of the year have been so far, what we’re still excited for, and what the biggest disappointments have been so far. It’s been a very hectic year for gaming: A new generation of Pokemon is on the way, the Wii U’s impending end when we find out more about the NX, new versions of the PS4 and X-Box One on the way, Kojima returning to the game industry, the return of Star Fox and Resident Evil, a 5th Street Fighter game, the upcoming 25th Anniversary Party of Sonic the Hedgehog, 4K gaming,  and of course the beginning of The Lifecast to name a few of the most notable events.

We’ve already had some great games come out this year: So what’s left to be excited for? E3 gave us some great titles to be excited for but most of them won’t be out until next year. There’s still plenty of games coming out this year to be excited about, however. If you’ve been wanting some good titles coming out this year to keep your eye on, let me recommend you these 10 games coming out this year  that I’m excited for (in no particular order.)

 

Zero Time Dilemma

This one comes out on the 28th of this month, so fortunately, the wait won’t be much longer! It’s going to be the third and final installment of my favorite handheld series Zero Escape, home of 999 and Virtue’s Last Reward. The Zero Escape franchise is all about puzzles, the emphasis of choices, and quantum physics. In each game, you play as someone who’s been trapped in a confined space with 8 other people who’ve all been kidnapped by a mysterious man called Zero. You try to escape while solving the mysteries of why you’re there, who Zero is, why he kidnapped you, and so on. Each game emphasizes beating the game multiple times to get through multiple endings and fully understanding the consequences of your choices. The trailers make Zero Time Dilemma out to be much more dramatic than any of the other games, not to mention more visually stunning! A caveat, however, is that these games shouldn’t be played out of order: If this game looks interesting to you, yes, you need to play 999 and Virtue’s Last Reward first. The developer’s have already stated that answering questions that have been unanswered since 999 will be addressed, so you run the risk of both not fully understanding what’s going on and its significance, and spoiling 999 and Virtue’s Last Reward.

 

Tokyo Mirage Sessions:

This one comes out on the 24th of this month for Wii U. Like Zero Time Dilemma, the wait won’t be much longer. I like Fire Emblem. I like Persona. So I should probably like a game that’s basically Persona with Fire Emblem characters, right? Although I never got the chance to actually play it, I did watch other people play the demo at PAX East this year. It doesn’t look great, but it does look like something that I would try playing if I only had a Wii U.

 

Yiik

This game was the biggest hidden gem of PAX East: It’s an Earthbound-inspired post-modern RPG set in a hipster’s paradise in the 90’s and in case you haven’t heard: I absolutely love Earthbound. Gameplay is turn based and like Earthbound, uses real-world objects and even instruments–many of which need specific button-pressing to use, and it’s quite fun. The graphics are very stylized and charming, the developers seem to really understand the kind of world they want the game to be set in, and the story seems intriguing: You and your friends are looking for a girl who got sucked up by something otherworldly and disappeared. To quote the game’s website, “This is a story about what happens when you look for someone who can’t be found “ The game’s site also states that the game will have a 25 hour story, 6 unique dungeons, and an expansive soundtrack featuring songs by Toby Fox, Andrew Allanson, Hiroki Kikuta, and Calum Bowen amongst others. This game is supposed to be out sometime this summer, though there’s no confirmed date nor month. Once it’s out, it’ll be on Steam, PS4, PSVita, and Wii U.

 

No Man’s Sky

A gorgeous, Isaac Asimov-inspired adventure game set to come out August 9th for Steam and PS4, No Man’s Sky has done an incredible job generating hype. The game’s site calls it a “truly open universe” and emphasizes that this is a game about exploring a beautiful, well-built universe with more than 18 quintillion planets to explore. Needless to say, if this game lives up to these claims, this could be the biggest exploration game (second to Minecraft, if you want to get technical) to date.

 

Pokemon Sun & Moon

Duh

 

We Happy Few

I probably shouldn’t want this game after PAX East: I waited 90 minutes in their line to play the demo, finally got to the front, where I was only able to play for less than 5 minutes: They bragged about it being a rogue-like game, and that for the purposes of the demo, after you die it should give you the option to continue. I died, but was never taken to the continue screen and was kicked off because they had to keep the line moving. Needless to say, I was pretty bitter. I still am, although I did comment about it on their facebook page where one of the devs did apologize. That said, it’s really hard for me to talk about the gameplay because, well, I didn’t play it for hardly 5 minutes. What I can tell you is this, though: What got me the most interested in this game is the fact that the devs are saying it’s very Bioshock-inspired and Bioshock is my favorite game of all time. Mix that with some beautiful graphics, a very intriguing plot about drug addictions, and a very well-built world and you have a recipe for getting my attention. There are two things keeping me very hesitant, however: First of all, Compulsion Game’s track record.

(via CompulsionGames.com)

The only other game they’ve made is a platformer called Contrast and in theory, it sounded like a great, game, too! Bioshock inspired, beautiful graphics, intriguing story, and platforming where you use your shadow! That sounds awesome, right? I thought so and bought it on a Steam sale, but a very short duration, a story that never really got much more fleshed out than its description, and an overwhelming abundance of bugs and glitches ruined this game. Had it only been longer, had its story fully-realized, and had been well-patched, Contrast could’ve been a fantastic game. Needless to say, there’s nothing indicating We Happy Few won’t be the same way—but there’s also nothing indicating that it will be. Regardless, the bottom line is, I’m worried We Happy Few could fall into the same situation as Contrast.

Secondly, We Happy Few doesn’t seem to know what kind of a game it wants to be. The developers told me it was a Bioshock-inspired rogue-like survival game with first-person shooter, mystery, survival, and puzzle elements—that seems like an awful lot to be going on at once if you ask me. It’s possible it could pull it off, but the sheer amount of genres it seems to be trying to pull off makes me worried that they’ll try to do too much in too little time.

Despite all this, the trailer looks interesting and I haven’t heard bad things about the demo and from the 5 minutes I played of it, it seemed okay. I do love Bioshock, and so do these developers—so perhaps I’ll find solace in the Bioshock-inspired elements of the game. I guess I’ll find out when I’m finally able to play it—it’s supposed to come out for Steam and X-Box One sometime this year, and early access starts July 26th.

 

Mighty No. 9

(via MightyNo9.com)

Perhaps I shouldn’t say I’m as excited about this game as much as I am just curious. I’m sure by now most, if not all, of us are at least familiar with the story of Might No. 9, but just in case, let me briefly summarize: This game is meant to be a spiritual successor to the Megaman games and is being developed by Keiji Inafune—the man who made Megaman—with no involvement from Capcom whatsoever. It had overwhelming success on Kickstarter and everyone was super excited about this game. Originally, it was supposed to come out April 2015, but needless to say, that didn’t happen. Delay after delay, secretive development process, slipshod graphics, and arguably the most cringy trailer in gaming history killed most of the hype that this game had generated.

Its latest release date is June 21st –tomorrow. Needless to say, it’s a little too late to delay it now, so I think this release date is finally the one. I guess we’ll finally find out if it will live up to its initial hype or if everyone was right to stop caring about this game.

 

Final Fantasy XV

Like Mighty No. 9, perhaps “excited” isn’t as good a word to describe how I feel about it as much as “curious.” This game’s legendary 10-year development has fans wondering if it will have been worth the wait, and frankly, I’m not entirely sure. First of all, there’s the matter of the story. Originally this game was supposed to be Final Fantasy Versus XIII—a spinoff game for Final Fantasy XIII. Two sequels that somehow managed to be worse than Final Fantasy XIII later, however, I guess Square Enix started to realize how unnecessary another Final Fanasy XIII game would be. It makes me very curious about how they handled this change and if we’ll still see elements of XIII in the game. The combat demo we saw didn’t look particularly exciting, nor did it remind me much of a Final Fantasy game, to be honest. I really wish they’d return to the turn-based system from Final Fantasy X, but I realize that’s a very specific thing to nitpick at. It does look like a very expansive game though, and of course, I’m really curious to see how they’ll incorporate VR. This definitely won’t be a game that I preorder nor get on day 1, but it’s definitely a game I’ll be keeping a close eye on. It comes out September 30th on PS4 and X-Box One.

 

Star Ocean 5

I’ll be honest: I’ve never played a Star Ocean game. I’ve been interested in the Star Ocean series for a while now however, and after watching the demo at PAX East, I’m even more interested in it. Beautiful graphics, fun combat, and of course knowing that Square Enix is behind it, all make his game look very promising. This one will be out later this month on the 28th for PS4.

 

Phoenix Wright: Ace Attorney – Spirit of Justice

There’s not a large difference between how much I love Ace Attorney versus my love of Zero Escape. Ace Attorney is a hilarious, fun, and incredibly clever series following defense attorney, Pheonix Wright, who always knows that his clients are innocent and will do anything to unveil the truth! I’ve been a huge fan of the Ace Attorney series since the release of Apollo Justice, so I’m more than welcoming for a new game in the franchise. There are 2 things that make this game really stand out from other titles that have fans the most excited. First of all, the setting:

We’re no longer in America/Japan (depending on what language you get the game in)—we’re in a remote, very traditional Japanese island with no formal court system. Instead, they rely on spirits revealing the truth. How is this going to play into the plot? What new gameplay mechanics will this give us? And of course, most importantly…

(via usgamer.net)

Pheonix’s beloved sidekick Maya Fey is finally back after a long absence that was never explained nor addressed until now. Not only are fans happy to see she’s back, but we’re also excited to find out what she’s been doing and why it hasn’t been talked about until now.

Spirit of Justice will be a digital-only release for the 3DS in September.

Keeping us waiting with antici…

…pation. For games from this year’s E3.

That’s right, folks, it’s that time of year. The time where we all gather ’round our computer screens and talk about what we saw at E3 that we actually liked. Of course there’s a handful of things that I couldn’t have guessed would be shown. Others I knew would be teased, and I’m even more excited for them now than I was last week. So: shall we?

This shouldn’t come as any surprise if you’ve read my author description on this site at all. (via ScreenRant)

The Legend of Zelda: Breath of the Wild

Much like anyone who watched Nintendo’s Treehouse over the course of Tuesday and Wednesday, I, too, really want to see the newest in The Legend of Zelda’s franchise. Breath of the Wild looks like it’s going to be huge, and I mean that literally. Nintendo teased us to only 2% of the game’s world, and I really hope that’s true. Since I got into the series I’ve wanted a game I could fully immerse myself in, and this seems like it’s a step in the right direction.

On top of that, it’s rumored that the story isn’t linear, per se, but that you’ll be able to go fight the final boss even at the beginning of the game. I think this is especially interesting for speedrunners, as it’ll make that sub-20 minute Ocarina of Time run look pretty damn mediocre. Of course, running a two-day treehouse at E3 wasn’t ideal, though it was nice to be able to tune in for a few minutes at a time for news. Good job, Nintendo!

Next up! Horizon Zero Dawn doing what it does best thus far: generating hype. (via GameSpot)

Horizon Zero Dawn

To say I’m excited for Horizon Zero Dawn may be a bit of an understatement. I like fantasy, archery games, and I like cyber, mechanical games. I also happen to enjoy games with a female protagonist. Call me politically correct, if you must, but playing as a dude 90% of the time in games is boring. Not that I won’t, but hey. Change is good. (Unless that change is 4k.)

It seems like it’s hard for developers to make a survival-action game and have it be colorful, but with Horizon, that’s not the case. The colors are striking and rich, and it’s going to stand out, especially when I play it in my drab-colored living room. The story seems expansive, the gameplay seems novel, and overall the game promises something that at least looks good.

Speaking of striking visuals, it’s time for my final most anticipated game of E3 2016. (via Playstation Lifestyle)

ABZU

Similarly to the other two games in this list, ABZU is richly colored, story-driven, and, well, anticipated. Like its predecessor Journey, it promises an immersive musical score with Austin Wintory returning for its composition. It should be noted, though, that ABZU is not a sequel or a successor to Journey. It’s different.

While some people may not like Journey or even think it’s a game, I probably won’t be able to get enough. If the game’s going to be pretty short, that’s fine. I liked Journey and Flower all the same. What I’m looking forward to the most about this game, though, is the fact that it’s coming to Steam. I can finally play a thatgamecompany game in the comfort of my own home. A PC’s all I got.

And now, for everything else. (via GameSpot)

Honorable Mentions of E3

That’s not all that got teased at E3, and that’s not all that I’m hype for. Now that I’ve heard more about games like Days Gone and Resident Evil VII, the future looks promising for gaming. I want to know more about Hideo Kojima’s Death Stranding, though, as I’m curious to know why Norman Reedus oil beach fetus was the first thing that he decided to make after leaving Konami. Then again, maybe some mysteries are better left unsolved.

That being said, I don’t think my wallet’s going to be able to keep up with the upcoming gaming binge. Regardless, almost everything shown off is something I want to get to at some point or another. Except for Resident Evil in VR, that just looks like it’ll make me afraid of the dark again.

Pony Island: Not Your Typical Puzzler

Pony Island is an interesting little puzzle game. You find what seems like an old arcade machine with an AI that is alive in many respects. You’re greeted with a bubbly, happy splash screen. The AI speaks to you. It’s a setup that’s been seen before, in many games. And yet, this time it feels very different.

Ah, yes. Exactly what you’d expect! (Image from Indiegames.com)

The game starts out as a runner. You’re controlling a pony with the goal of just getting to the end. After a couple levels, though, Pony Island ramps up the satanism by a lot. And by that, I mean you become the herald for someone trapped in the game, trying to break free. Pony Island transitions into this section of the game very well. I think that for a game jam game like this, it pulls off getting into the meat of the game really well.

So, you’ve met this person via a chat interface inside this arcade machine’s computer. You’ve talked for a while. Another AI introduces itself, with seemingly more evil intentions than the first. Its main goal is to keep you in the game, to keep you playing. The first person says it’s due to errors in the game’s code, and that they’ll help you get to the faulty bits for you to fix them.

Coding looks exactly like this, I promise. Complete with ponies.

These puzzle sections are what you’re really getting at via the levels. (Image from Kotaku.)

As far as puzzles go, the coding is easy enough to figure out. There are certain tiles that will progress the cursor to the next line, to the previous line, move it between columns, or make it repeat from a certain point. The running sections are what’s difficult– turns out it’s kind of hard to focus on jumping, shooting a laser from a pony’s inorganically moving head, and dodge projectiles. Yes, sometimes all at once. This was my only frustration. It made it difficult to progress, and running through the same beginning section of one particular level was boring after the first fifteen attempts.

Pony Island doesn’t stand out in terms of gameplay. It’s very standard, and the puzzles have an interesting spin. I’d go so far as to say that while it is a video game, its main purpose was to be a medium to tell the story. As you play the game, you begin to realize that the AI with evil intentions is, spoilers, Literally Satan™. It’s designed the game to capture lost souls who may decide to play it, you included. It’s spent time reinventing the game and trying to draw in bigger crowds, even as you play. It breaks the fourth wall, but not in that awkward way that some other games would. For me, at least, it drew me in and kept me in. I didn’t even question the part where I killed Jesus.

Satanism, ho!

Yeah. It happened. (Image from Encyclopedia Dramatica.)

In summary, Pony Island is a really, really solid game, and probably one of my favorite indie titles to come out this year. While the indie scene was being overshadowed with Undertale stealing the spotlight for many Game of the Year awards, Pony Island managed to hold its own enough to garner some attention for a little while.