gaming

Death, The Game Awards and Cartoons

The Lifecast crew discuss death, nitpick the categories for The Game Awards and discuss their favorite cartoons growing up.

Overwatch Toxicity and You

There is really no need to ever get mad at a game.  Okay, correction, there is usually no need to get mad at a game.  Frustrating things happen, you get titled, a certain player isn’t pulling their weight, you’ve been put in a lobby with a dreaded thrower… I’m looking at you Overwatch.  You?  Yes, you.

I really enjoy playing Overwatch, like a lot- not like it was one of the only games I owned on my PC or anything, but I really like it.  It’s just cool to be a part of the team, and know that victory is only possible if everyone works together.  Unfortunately, that’s the dream, and not always the reality.

In truth, Overwatch is at times an extremely toxic environment.  It is ripe with anger, hostility, irrational thinking, and people who are so quick to pit the blame on their teammates.  It’s not fun being on the receiving end of these comments or just being a bystander to it all.  It sucks and it’s just not fun.

Most people play games to get away from it all, to just relax and wind down after a long day.  Unless your career is Overwatch, then I guess you just play for a living.  Truth be told though, the majority of people are not playing Overwatch for a career, most people are in the huge percentage of people who just play for fun, enjoying a bit of competitive play every once in a while, but then that’s the part most people seem to forget; the whole “fun” aspect.

There’s just no need to get so mad about something so small in the grand scheme of things.  It’s not your job to play Overwatch, so why waste energy getting mad at something you have no control over.

I don’t have the best internet in the world (there’s a reason I don’t host the streams on the Lifecast), so I know I’m not alone when a ping spike can ruin your good time.  It’s tilting, but I find too often that everyone else is madder at my inability to play than I am at my internet.

In the past, I’ve always ignored the onslaught of insults I have gotten from picking a certain hero, or from my inability to properly play because of my connection, or even just from not playing terribly great for any number of reasons.  It doesn’t help me feel better that you’re yelling and honestly, I can’t imagine it helps you much either.

So, then that begs the question, why get mad in the first place?  That’s a question easier asked than answered.  I know I can’t just hardwire everyone’s brains to be nicer to each other, but I can ask people to just step back for a moment and really think if being mad is worth it.  I mean honestly, your either mad at someone else, or yourself, neither of which is worth the time or the energy- especially since it would be negative energy.

It’s exhausting being mad.  Like, truly tiring and draining and it’s just not fun and it’s not worth it.  It makes you mad, it makes everyone else uncomfortable and mad, it’s a vicious cycle of anger and frustration and it needs to stop.

I’ve stated before that ignoring the toxicity can work, but it only works for so long.  You need to step up, take a moment to breathe and ask if it’s worth it.  Probably not, right?  So, then what can you do to be a better team player, and less toxic person in the gaming community.  Well, I’m glad you asked.

1.) If you’re not in a good mood don’t play.

It seems easy enough on paper, but having restraint and knowing your own limits is huge.  I know that when I’m not feeling right I don’t want to make other people feel bad.  So, next time you feel like crap maybe don’t pick up a team-based game.  Might I suggest a nice single player immersion game?

2.) Get up and go for a walk.

You don’t have to go on a vision quest or run around the block a dozen times, but just get up from your computer and walk- to the fridge, to get a snack, to the grocery store, across town- pull yourself out of the gaming mindset even just for a few minutes and focus on something else.  It’s amazing what going to make a nice little meal can do for your psyche.  Who knows maybe you’ll go back to your game with a clear head and a full belly

3.) Try not to get tilted- and if you do, don’t let other people know.

Now this doesn’t mean you can’t offer constructive criticism, but you can do it in a more delicate way.  A friendly suggestion is A-Okay, but screaming and swearing is not.  Just don’t do it.  It is fine to be mad or disappointed, but pitting the blame on others just lowers team morale and that’s no good for anyone.

4.) Stop blaming others and start blaming yourself.

Okay, let me rephrase that.  Instead of constantly blaming your teammates and pointing out their flaws, maybe acknowledge that you’re not perfect either.  We all make mistakes, even professionals mess up and that’s okay, but it’s not okay to get so absurdly angry.

 

And finally, …

5.) Stop playing.

You don’t have to stop entirely, but if it’s too much just stop.  It’s not worth getting mad over and even worse, hurting yourself or others.  If you are so mad about losing some rank in competitive, then just stop.  Turn off the game, pick up something different, go out for a bit, or nap… personally I always recommend naps.

 

Getting mad is no good when playing games, so maybe next time you feel a little flustered of find yourself trying to bite your tongue… or if it’s too late and you’ve already succumbed to the evil that is toxicity, consider these strategies to chill out and cool off any hot-headed feelings.

And remember, it’s just a game.  🙂

D&D, Tekken, Snake Pass, and Thumper | Ep.70

This week, we get into games we’ve been playing, games we’ve been meaning to get around to, and stuff that was just on sale.

Next week, we give you Episode 69.

Recorded live on June 26, 2017.

The Lifecast  |  Twitter  |  Facebook  |  YouTube  |  Discord  |  Twitch

We accept questions for the podcast constantly on our site, through Discord, and if you email questions@thelifecast.net.

Persona 5, Shadows of Valentia, Revelations, and Candies | Ep.65

Greg and Adam continue their trudge through Persona 5— and Adam finishes it. Sydney and Greg keep playing through Fire Emblem games: Shadows of Valentia for Greg and Revelations for Sydney. And Deanna, despite running a video game podcast, didn’t play any new games. We also decide what candies we’d be. Some of us have an easier time of it than others.

Our E3 predictions will be the topic of next week’s podcast. E3 coverage will start at 3PM EST on June 13, after Nintendo’s Special Direct. It’s going to be an all-afternoon stream picking apart what we liked and what we didn’t about each conference. Our full streaming schedule can be found on Twitter and Facebook, and is also the offline image on our Twitch channel.

 

Recorded live on May 30, 2017.

The Lifecast  |  Twitter  |  Facebook  |  YouTube  |  Discord  |  Twitch

We accept questions for the podcast constantly on our site, through Discord, and if you email questions@thelifecast.net.

No Man’s Sky: Rise Again

What the Foundation Update did for No Man’s Sky was, at first glance, make it a lot like Minecraft. This was my original gripe with the update, and that’s what the patch notes sounded like. You can build things, you can craft things, and most importantly, manage your inventory. No shame in trying to reinvent the wheel unless you’ve got bad PR to work with.

Boston Festival of Indie Games Wrap-up!

This past weekend was the fifth annual Boston Festival of Indie Games, a convention celebrating independent tabletop and video game developers, in the MIT Johnson Athletic Center in Cambridge, MA. Upon entering the venue, I was greeted with the sight of tons of indie game devs waiting to showcase their most recent projects, and when I actually got the chance to experience what these devs were working on, I enjoyed myself way too much. But with all of these games around trying to impress, some stood out more than others to me, be it for mechanics, aesthetic, control, even the people running the booth. So these are my highlights from the Boston Festival of Indie Games 2016.

 

Now Everyone Get The F%$# Out!

F%$#

When it comes to Now Everyone Get The F%$# Out, by the fantastic Starcap Games, I’m very well-acquainted. I’ve already played the game various times whenever I go to this great thing in Boston called Game Over, and when I saw it was going to be at FIG, it was one of the first booths I went to. Prior to FIG, only Kennedy and I had played NEGTFO, and now a lot of us here at The Lifecast like it. It’s a card game about getting people out of your dorm so you can study for a final, and you do this by forcing things like a live band or hard drugs onto your opponents to make the partiers go into their dorms instead of your own. You have actions to do special things like reuse cards from the discard pile, and instant actions which let you do something (normally counter a card your opponent plays) at any time. It’s an insanely fun game that gets even more fun with more people, and I play it every time I get the chance to. On top of that, the one running the booth, Pat Roughan, is super cool. Absolutely be sure to check this out; it’s honestly one of my favorite tabletop games. Now Everyone Get the F%$# Out! is available on Amazon and, though currently sold out, will have more in stock later! You can follow Starcap Games on Facebook here and on Twitter here.

Mech Deck

Mech Deck

Now, let me tell you about a game that I absolutely cannot wait for: Mech Deck. Now, at this point, it’s no secret that I love me some good old fashioned mechs. Be it eastern, western, Gundam, or MechWarrior. I love mechs. I mean hell, my tag online is MechaManDan. This board game was the coolest one at FIG. It sucks that it wasn’t at the showcase and that I was media. Because if I wasn’t media and it was in the showcase, I would have absolutely voted for it as best game. It focuses around free-for-all mech combat. Normally, you draft for parts to your mech, but in the effort to save time, we were given pre-built models. Your parts are split into the torso, legs, arms, and back. Arms are generally weapons, body supplies energy you need to move and do certain tactics, legs give movement perks, and the back, well, I don’t really know, since my back piece was immediately destroyed by our own Greg by the end of the first turn. Each mech has weapons with varying ranges, and when you get within range, you can attack. Combat is resolved by each side rolling 2 6-sided dice, with the higher number determining whether or not the attack goes through (attacker wins ties). Each individual mech’s piece is not just that one piece, though. Every arm, leg, jetpack, body, etc. is each their own part, and are held together through magnets. Meaning for each part you get for your mech, you get to make a piece that truly represents what you have, as opposed to a vague placeholder. Different terrain gives different effects, like defense bonuses or damage. You’ve got a lot of other things to affect your combat as well, like your pilot and their abilities, your Battle Fervor, or as we started calling it, your “Anime Meter”, which you can spend on special skills, and more. This mecha battle royale is insanely fun, and I personally can’t wait for it to come out. Mech Deck is still in development, but you can follow it on Facebook here and Twitter here to keep track of its progress!

GUNGUNGUN

gungungun

GUNGUNGUN, developed by Mystery Egg Games, is a platforming, arcade-style arena shooter. The premise is quite simple: You’re running around this arena, trying stay alive as long as possible, and you do so by shooting everyone who is trying to shoot you. You control your character with the right stick, aim the gun with the left, and shoot with R2. As you kill things, you can use different guns, but they act more as temporary powerups that total upgrades. The controls are incredibly tight and responsive. The main character has a perfect weight to her, and every single gun is satisfying to shoot, and even more satisfying to hit with. In addition to that, each gun feels different from the others in terms of how the shooting feels. Jumping is solid, movement is fluid, and everything about the game just… Works. The music is awesome, it looks really nice, and it’s HARD. It’s super challenging to get a good score in this game. I remember the longest I lasted in one game was about 2 or 3 minutes, and that’s after playing it a bunch of times to get the feel of the game down. But this difficulty is genuine and fair. Every time I died, I felt like it was my fault and not the game’s. GUNGUNGUN is the kind of game you pick up multiple times in a day to try to beat your high score because it’s so addicting. GUNGUNGUN is currently on Steam Greenlight and has recently passed 50%, so please, if you can spare the time, please help greenlight this game for Steam. You can follow Mystery Egg Games on Facebook here and on Twitter here.

Kung Fu: Shadow Fist

Kung Fu

VR has always interested me, but up until this weekend, I had never really used it. I played Swingstar at PAX East on a Gear VR, and it was awesome, but I never really experienced a fully VR experience until Boston FIG. Kung Fu: Shadow Fist, developed by Digital Precept LLC, is officially my first “full” VR experience. I’ve got to say, it was pretty damn cool. I strapped on that HTC Vive and let me tell you, that entire experience was freaky. I loved it. Anyway, Kung Fu: Shadow Fist is a VR arcade-style beat-em-up. It’s still in early phases of development, but from what it is so far, I’m looking forward to its release (and my inevitable inability to play it because I’m too poor to afford an HTC Vive). You’re put into this environment where you’re put up against these crash test dummies, and then you give ’em the ol’ one-two. Swing your fists while holding those surprisingly comfortable HTC controllers and then you’ll beat ’em up. Raise your arms to block your face to block, and you can press the huge button in the middle of the controller to do a shadow step, which stops time and puts you right next to an enemy. That’s about it for controls. While playing the game, my reach did feel a bit short, and the sense of depth in the area was a little off, which made me miss some punches. Though that may also just be that I’m not used to VR, but it is something to be aware of. While I do think it is in need of some polish, that doesn’t stop it from being a really cool VR experience, and just being a genuinely fun game to play. It’s definitely worth looking into if you have a Vive. Kung Fu: Shadow Fist is currently on Steam Greenlight awaiting approval, so when you have the time, please help greenlight it for Steam. You can follow Digital Precept on Facebook here and on Twitter here.

Finally, I’d like to give some honorable mentions to games that seem awesome that I just didn’t get enough time with to write well about. First up is Tailwind: Prologue, a shoot-em-up game kind of like a bullet hell, but not really. The gameplay takes place while you’re falling down and permanently shooting, and you need to get behind the enemies to destroy them. It really breaks the standard shmup formula to do what it does, and is a super interesting game that I want to play more of. The other game is a board game that has been highly, highly acclaimed called Dragoon. It’s a strategy game in which you play as a dragon trying to take over the land and collect as much gold as possible to win. You’ve got to capture areas, destroy others, and do whatever you can to collect gold and take control. Sadly I was only able to play one turn of the game before the venue started closing, so I wasn’t able to get much of a feel for it, but from what I saw go down, it seems awesome.

I think the best part about the Boston Festival of Indie Games is that there wasn’t a single bad game that I played there. All of the games that I played, even the ones not mentioned in this article, were good, fun games that I would absolutely play again. The experience overall was really fun, and I am absolutely going to be returning next year to see what new content all of these creative developers can think of.

Gaming’s Undervalued Treasures: Alien Hominid

Alien Hominid box art. Image courtesy of Hardcore Gaming 101.

Image courtesy of Hardcore Gaming 101.

Alien Hominid is a nice throwback to run n’ guns
Alien Hominid is the definition of an homage, as it pays tribute to is the genre of run n’ guns.

Shooting out on the highway! Image courtesy of Nintendo City.

Shooting out on the highway! Image courtesy of Nintendo City.

Run n’ guns are generally simple; they feature one, two or four different soldiers/cyborgs/aliens/etc. and they either will move forward horizontally, or in Ikari Warriors vertically, or shoot everything in their path. Explosions and bullets will be flying all over the screen when playing a run n’ gun, giving the player a sense of adrenaline only over-the-top 80s action movies can deliver.

Fan favorite franchises like Contra and Metal Slug are synonymous with the genre. Alien Hominid plays a lot like the latter, but contains the difficulty of the former. Being released for consoles in November of 2004 as a budget title and published by Q3 (Who? Exactly.), it’s no wonder Alien Hominid was overshadowed by other juggernaut games released at the time. Games released the same time as Alien Hominid were Metal Gear Solid 3: Snake Eater, Grand Theft Auto: San Andreas, Halo 2, World of Warcraft, Half-Life 2 and Metroid Prime 2: Echoes. Alien Hominid did not stand a chance against those giants. Which is a shame, since it was good enough to be part of that upper class of games that year. Heck, it was even better received than the newest Contra installment, Neo Contra, also released in 2004.

An example of the quirky art style. Image courtesy of Moby Games.

An example of the quirky art style. Image courtesy of Moby Games.

Alien Hominid also has one of the more unique art styles found in any video game. The simplistic and cartoony graphics, along with some solid gameplay which thrives on two players, make Alien Hominid a run n’ gun absolutely worth checking out. Even after the guns have been put down, there are more than a few throwback mini games to keep the player busy as well as some silly unlockables.

Alien Hominid  has an interesting background
Dan Paladin, otherwise known by his online name “synj,” is the brainchild behind the lunacy of the artwork. A longtime contributor to Newgrounds.com, Paladin’s boxy, yet overly animated, style is the first thing players are going to look at. Newgrounds’ co-founder, Tom Fulp is also one of the developers behind Alien Hominid, as his love for old school video games shines in the game’s action.

The duo actually released Alien Hominid through Newgrounds.com as a “beta.” Newgrounds users were only playing the first level, but compared to a lot of Flash based games on the site, the game felt bigger and played with more polish.

Paladin and Fulp, along with their friend John Baez, started the Behemoth, an independent video game developer. Alien Hominid was a success on Newground for a couple of years, with it being featured on their main page predominately and was later released as the Behemoth’s first game. The Behemoth later went on to develop Castle Crashers and Battle Block Theater.

Alien Hominid doesn’t break down walls, but instead crashes through them in spectacular fashion
Alien Hominid has an easy to follow story, much like an classic run n’ gun. An FBI agent shoots down a UFO carrying our little yellow hero and he crash lands on Earth. The FBI try to cover this up in a hilarious, not so subtle fashion, but the alien is not having any of it. From here on out, the alien starts his (her? Its?) sadistic quest to get revenge.

Alien Hominid intro. The one guy who caused this. Image courtesy of Moby Games.

The one guy who caused this. Image courtesy of Moby Games.

The presentation of the game is very familiar to those who have watched Flash cartoons hosted on Newgrounds. It has a vibrant color scheme, with yellow and green being the big stand outs. The animation is not Disney quality, but has a kinetic energy to it that is more along the lines of a classic Tex Avery cartoon. Character’s eyes will bug out and mouths will drop right down to the floor. Characters will look minimalistic when they are idle and but it adds to the charm of it all. Bosses are over-the-top goofy as well. However, the level of gratuitous violence is what sets it apart from classic cartoons and more along South Park.

The FBI trying their best to cover up the incident. Image courtesy of Hardcore Gaming 101.

The FBI trying their best to cover up the incident. Image courtesy of Hardcore Gaming 101.

The alien will be biting heads clean off of the FBI agents, slicing and dicing them and even shooting them in areas where no man should be shot. The alien and the FBI also have no qualms blowing up everyone’s cars on the highway. It’s not overly gory or done in a tasteless manner though, as it still has this cartoonish edge to it all. Still, not exactly a kid’s game with all the beheadings going on.

The gameplay does not bring the newest food to the table, but instead makes a classic meal exceptionally well. Alien Hominid has a simplistic control scheme of jump and shoot. There are other moves in the game, such as the ability to throw grenades, use a melee weapon (borrowed directly from Metal Slug) and dig underground as a stealth tactic, but for the most part, players will have to make sure the Alien Hominid is shooting, jumping and dodging. It helps the controls are consistently fluid and responsive.

Alien Hominid

EXPLOSIVE action and HUGE bosses are found aplenty! Image courtesy of Nintendo City.

Metal Slug is Alien Hominid’s main source of information, even down to the “How to Play” screen that shows the player the controls. Even the sense of humor is similar. The whole tongue-in-cheek manner of the story and presentation will certainly create some laughs among the players.

On the side, there are a couple of old school minigames made with Atari in mind. The most prominent, Super Soviet Missle Mastar is an excellent parody of Cold War era paranoia.

An enormous difficulty curve may not be for everyone
Similar to Metal Slug, Alien Hominid showcases an immense level of difficulty. It is not Contra: Hard Corps level difficult, where bosses being thrown at the player every few feet, but it does require a level of skill. Make no mistake, Alien Hominid is not the most difficult game of all time, but it is certainly no cakewalk either. This is where it might scare some players, but if they are used to the overly difficult nature of run ‘n guns, then they can brush this off.

Alien Hominid boss

Alien Hominid may be one of the few games with a pudding boss. Image courtesy of Nintendo City.

One of Gaming’s Undervalued Treasures
From a little Flash game to big retail release to even an HD re-release on the Xbox 360, Alien Hominid is proof that anyone with a creative vision for video games can make it in the field. An imaginative and energetic art style and tight gameplay which harkens back to a cult hit video game series, make Alien Hominid one of Gaming’s Undervalued Treasures. It is an absolute blast throughout and can be enjoyed with two players, like any old run ‘n gun. Alien Hominid may be punishing, but sometimes it hurts so good.

It is not terribly obscure, as copies on Amazon don’t break the bank and the game is now available as a download but if any lower tier game was released around holiday 2004, they would be lost in the shuffle too.