Category: Gaming

Game reviews and occasional wanders into analyses.

Insomnia 63 Gaming Festival

This weekend I had the brand new experience of going to the Insomnia Gaming Festival. Having never been to any gaming events or tournaments, I wasn’t sure what to expect.  I had a full weekend ticket, so I was there from Friday morning until Sunday afternoon.

As families often attend over just Saturday and Sunday, Friday was a fairly quiet introduction to the festival environment. We were able to get our bearings and explore the arena, and we could try all but the largest activities without queuing.

Layout and Content

The front of the arena hall was dominated by upcoming AAA games such as The Division 2, Shadow of the Tomb Raider, Assassin’s Creed Odyssey, FIFA 19, and Marvel’s Spider-Man. A large Nintendo Switch zone, with playable pre-release and already-released games plus live stage shows, was hugely popular all weekend. A major sponsor was Belong by GAME: they provided a gaming space of ~80 PCs, which were used for pre-booked team tournaments and impromptu public tournaments.

Part of the Belong gaming space.

Much of the arena was reserved for people with bring-your-own-console tickets, rather than for publicly-accessible gaming. However, there was a retro gaming space with arcade and pinball machines,  older consoles such as the PS1, original Xbox, Gamecube, and Dreamcast, plus Japanese music games with peripherals I’ve never seen before. Other activities included a tabletop gaming zone, a laser maze, and an emerging sport called Flightball which was essentially Rocket League with drones.

PC parts manufactures such as Corsair and Razer were also present, but one glaring exception was Microsoft. There were no Xbox One consoles and no Xbox or Microsoft stands anywhere in the festival. The most visible game was Fortnite, to a surprising degree. A dedicated Fortnite zone was always busy, as was the small Battle Royale zone, yet every other playable space also contained Fortnite setups. Also, an entire merchandise stall was dedicated to plushy llamas.

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Review | Three Fourths Home

Three Fourths Home is about that conversation you always wish you’d started, and that regret you might not be able to repair. More literally, it’s about talking, driving, and closure.

TFH is a piece of interactive fiction with a simple premise: protagonist Kelly is on her way home from visiting her grandparents’ now-empty house when a storm approaches. Kelly’s mum calls to locate her, and their struggle to communicate forces their complicated family dynamics to unravel there and then. The entire game is held within this one conversation; as Kelly, all you can do is keep driving and keep talking.

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Tony Hawk’s Project 8: A Child’s-Eye-View of Skateboarding?

Recently I spent a few days on Tony Hawk’s Project 8 for the Xbox 360. At first I wasn’t sure how I felt about it. Although many reviews described Project 8 as a realistic return to form for the Tony Hawk series, I perceived it as strangely unrealistic; busier, sillier, and closer to the Jackass-inspired THUG2 than I recalled*. However, I couldn’t describe why I felt this way- something about the level design and gameplay just seemed “odd”.

While thinking about this, I remembered a video I watched months ago. The video, from the channel Errant Signal, discussed why the author found Burnout Paradise more appealing than other racing games.To the author, Burnout Paradise represented the childlike aspects of enjoying cars: rather than being a serious reproduction of aesthetically pleasing supercars, it instead felt like the world of a child playing with their toy cars.

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No Man’s Sky – Who was to blame?

Just like the rest of the internet, I’m going to talk about No Man’s Sky...

More specifically, about the 1.1 update announced today.

1.1, known as the Foundation update, will add two new modes (Creative and Survival) to the main game and will introduce a Base Building feature, while adding features to existing mechanics like farming. Foundation also promises to improve multiple parts of the resource management side of the game, by making resources easier to store, automate and use. The patch list is one of the longest I’ve ever seen.

A recap for anyone who needs it: the pre-release material for No Man’s Sky set 2016’s largest hype-cycle in motion. Every showcased aspect – from its spectacular graphics, to its appearance of a living and shareable world, to the interviews and quotes from Hello Games which never gave specific information about what would or wouldn’t be part of the game – converged to give the impression that NMS would be “all games to all people”. It created a sort of excited vagueness which allowed consumers to expect NMS be amazing while not knowing exactly what it would consist of; a recipe for disappointment.

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Overwatch #2 – Learning Curves

In case the last post didn’t say it loud enough, I’m a fan of Overwatch. Being able to feel myself learning new things while playing is a powerful motivator to keep going and play better, unlike the Russian Roulette gameplay of COD, where simply spawning in the wrong place can get you killed instantly. So, here’s what I’ve been learning so far.

Role Variety

As I’m not much of a PC gamer, and have never played any MOBA-type games before, I’m not very familiar with character types. While I knew that characters can generally be split into the roles of DPS (damage output), Tanks (taking a lot of damage), and Support (healing or buffing the team), I didn’t really know anything beyond that.

I expected Overwatch to follow that three-type structure, so finding that it actually has 4 main roles, as well as characters which overlap aspects of multiple roles, made it interesting for me. However, it also meant I played some characters really badly at first!

The most obvious difference for me was trying to play as Winston; at first, I assumed from his size that he was purely a tank character. However, trying to play him as a tank failed- trying to jump into a fight just meant I died very quickly, and even my Ultimate ability didn’t seem to help. However, talking to one of my friends about which characters we liked showed me how wrong I was. Firstly, figuring out that Winston wasn’t purely as a tank, but intended to be a disruptor – a role I never knew existed in character ensembles- helped me understand how his moves worked. This helped me figure out how to do better in Control and how to use his shield and his Ultimate; this meant my next game with Winston set my personal best for eliminations.

Another example is support-of-all-trades character Lucio. While I like playing as dedicated healer Mercy in short bursts, she’s at her best when she’s invisible, flying around the edges of the battlefield like a counter-Tracer. Being Lucio, on the other hand, means I get to both be part of the action and help my teammates out with extra healing and shields.

The same logic applies to a number of other characters, a common example being Tracer. FPS logic dictates that you charge in and make kills, but playing Tracer that way will just get you killed. Rather than straightforward attacking, she’s a disruptive, evasive attacker, hovering around the edges of a fight chipping away at everyone in turn.

Team Focus

Unlike in standard FPSs, and even like Battleborn where the objectives can often be ignored, Overwatch relies on playing to the objective. This means learning how characters work as part of the team is essential. For me, that learning curve has mostly been from my favourite character, Mei.

Playing Mei as a beginner, especially with groups of random players, meant running around putting walls in places that made sense to me, but not the rest of the team. Initially, she seems like a defender whose job might be to hide in a control point repeatedly blocking its entry points. However, that approach isn’t the strongest, and also gets pretty boring.

After a few matches of practice, it’s easy to have fun making cheap shots such as blocking the enemies running towards the team . However, as this blocks the team from attacking those enemies, an impulsive Mei player (like me) could easily end up making enemies of their own team.

Now that I’ve played as her more, and watched other people play her, her ability to help the team is much easier to see. For one thing, her walls aren’t just for blocking routes, but for accessing them too. They can act as temporary platforms, letting Mei and other less-mobile characters jump to alternate entry points usually reserved for more agile characters like Widowmaker and Lucio. (I discovered one use of this approach by accident, when I misplaced a wall;instead of blocking the enemy exit door, I instead pushed the friend stood in front of the door upwards which let him jump into the ledge above the door. So we’re going to test that in a future game, with him using Torbjorn or Bastion to create an early disruption.)

I’ve also found, through YouTube guides, many more ways to play Mei as a defender of other teammates rather than focusing on self-defense. In one video, the Mei player had quick enough reactions to put a wall in between a character hooked by Roadhog and Roadhog himself, which blocked the friendly characters path and prevented them from being stunned by Roadhog.

While Mei and Lucio are gentle introductions to team tactics, playing Mercy means being thrown in at the deep end. Even though the team may be able to scrape together some healing in Mercy’s absence, Mercy’s ability to escape danger relies upon seeing another teammate. Playing as Mercy, if you wander off, you’re target practice.

Character Combinations

While I doubt I’ll have the reaction times for blocking Roadhog’s hook, I’ve had some success using Mei’s walls to deliberately block off a friendly Bastion, giving him the 3 uninterrupted seconds he needed to self-heal. With friends, we’ve found “our” characters, so working out which combinations of preferred characters are strongest together will be our next step. At the moment, we often play Winston/Winston/Tracer when we’re on Attack or Control (although this can be risky) while favouring Mei/Roadhog/Bastion during Defence matches.

Looking for ways I can combine the effects of different characters is part of the game I’m finding very interesting, although having only played as 5 of the characters so far means I have little to go on for many of the others. So the best thing I can do to learn more about the game now is to try playing as everyone else. Well, that should be easy.

Overwatch #1 – First Impressions

It may be a bit early to say Game of the Year, but if Overwatch isn’t my favourite game this year I’ll be surprised.

I wasn’t expecting to like the game quite as much as I do- I was expecting to get bored fairly quickly after hearing there was no campaign. Yet I’ve had more fun on Overwatch than I have on games promising more content and variety.  A major part of the fun is precisely because Overwatch contains “less”.

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Itch.io Cyberpunk Jam

Cyberpunk is one of my favourite genres both in fiction and in gaming, and telling me a game is cyberpunk-influenced is a good way of guaranteeing my interest (well, that or cel-shading). So finding out that Itch.io– a game-dev community that I’ve often heard about but never really investigated- had a whole section of cyberpunk games ready to try definitely got my attention.

Here are a few highlights; mostly from the 2014 Cyberpunk Game Jam.

VA-11 Hall-A

We’re used to seeing the heroes, villains, and morally-ambiguous characters of cyberpunk in action, but who are they when they finish work? Who populates the world away from the camera?

VA11 Hall-A, described as a bartender-em-up, lets us look at the personal lives behind the often-impersonal world of neon, skyscrapers and megacorporations.

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The Psychology of Freemium Gaming: Social Interaction Required

A cousin of the paywall and skill gate is the social fence. This is where a game, instead of requiring tangible goods for you to proceed, depends on existing or new social connections.

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Gaming being enhanced by adding friends isn’t a new concept- multiplayer videogames have been around since 1958. Explicitly requiring friendships to progress through a game is, however, a much newer trend.

Social Network games such as Farmville and Zynga’s entire catalogue are the most well-known users of this mechanic; spawning multitudes of fans, followers, and imitators. Not forgetting the universal heart-seeking Candy Crush notifications.

These games typically work by connecting the energy mechanic I spoke about before with a social mechanic. If a player would initially need to wait 6 hours to continue after running out of energy, a social gate could be created as an alternative. This could be by calling in a friend’s assistance; having a friend start playing the game would cancel that wait.

Instead of paying to recover a life, HP can be regenerated from having someone accompany you, while tricky levels can be solved via remote hints from another player. Now we hit a problem, because these abilities are the source of payment in freemium games. If these abilities are social instead, where is the earning potential?

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The Psychology of Freemium Gaming: Energy and Action

You have full energy!…

While boxed game releases used to mean one large payment for one large game, that idea isn’t a certainty any more.  Episodic games often occupy the midpoint of the price-content spectrum, while some AAA games aim for everywhere on the spectrum at once; a full game for a full price, a season pass on top, then microtransactions on top of that.

For AAA games, microtransactions rely on keeping the momentum of playtime going- for longer, either by unlocking new items early, or by increasing rewards. However, major freemium games instead aim for “micro-gaming”- limiting people to short, regular chunks of gameplay. Transactions can act as  micro-monetisation -exchanging a little bit of money for a little bit of time saved.

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The Psychology of Freemium Gaming: Gates, Walls and Curves.

Freemium games often have very low difficulty curves, and low barriers to success, as part of their casual nature. However, they will usually corner players with a paywall after the introductory rush of success has worn off.

Paywalls aren’t all created equal- some can block players from continuing easily, while others are used mainly to add extra features. A “soft” paywall might be something like the ability to unlock a bonus character or go to a new level for a fee. A “hard” paywall might be requiring hard currency for weapon upgrade, making characters progressively underlevelled without payment, or blocking their ability to resurrect themselves.

While a freemium game blocking progression outright is thankfully uncommon, many casual games will instead make progressing easy but perfection impossible for free players.

Some freemium games, such as Minion Rush, will leave actual gameplay intact, confining paywalls to cosmetic items. MR keeps most upgrades feasible, the main pay incentive being costumes that provide currency or skill boosts. While a skill upgrade can be earned in half an hour of competent play, new costumes could take days of high-level play to achieve.

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