Tag: Gaming

Mini-Review Collection – ‘Wholesome’ Edition

Today I’m doing something a little bit different, and posting a group of mini-reviews rather than one more detailed review.

These games are linked by a common theme; they are all indie games with an accessible nature and a generally light-hearted and innocent tone. They are all what the internet generally calls ‘wholesome’.

So if you’re interested in skateboarding birds, fashionable dogs, or a bouncy Peggle-styled dungeon-crawler, please read on.

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Review | Call Of Duty Black Ops: Cold War (Campaign)

My first ever FPS was Call of Duty: Black Ops, and my favourite FPS is Call of Duty: Black Ops 2. So as soon as I learned that Black Ops: Cold War was a direct sequel to Black Ops that returned to the tone and focus of the start of the series, I really hoped to enjoy it. 

The majority of Cold War is business as usual for the “boots on the ground” type of COD games, and gameplay is mostly the familiar COD blend of corridor-shooter sections, setpiece spectacles, and vehicle segments. However, Cold War had more stealth elements than I remember previous games having, such as a mission where you must sneak into someone’s house to plant an item and so need to listen to the environment and family chatter to successfully avoid the target and his family. The stealth peaks with a mission that involves inflitrating KGB headquarters, which requires consistent caution – both in where you go and in how you talk to NPCs – for 90% of the mission, but then pays off with an explosive final 10%.

Where Cold War tries something new is in its campaign, which steps away from the linear A>B path of most COD games. The first and final missions are locked in place, but the rest can be done in any order, and can be replayed to complete side objectives that unlock once you’ve collected and decrypted evidence from other missions. (You can attempt the side missions without collecting enough evidence, or without solving the decryption puzzles, but this is very unlikely to succeed). Cold War is structured around using an evidence board to decide your team’s next moves and identify where the villain, near-mythical Soviet spy Perseus, is, and I found that this approach worked surprisingly well. 

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Review | Rainbow Six Extraction

Much to my surprise, Rainbow Six Extraction has been my most-played game this week. Given my woeful track record with games that require stealth, including Rainbow Six: Siege, I wasn’t expecting to play Extraction far beyond an initial curiosity-check. However, after a rough first few attempts, I learned more about how to approach Extraction and then began to really enjoy it.

Although Extraction was released in January 2022, it actually started life in 2018, as a limited-time event inside Rainbow Six: Siege. “Operation Chimera”, as the event was known, replaced Siege‘s usual realism with a mysterious alien invasion; this experiment recieved enough positive attention that Ubisoft developed it into a standalone game. As a full game, Extraction is a co-op PvE experience that applies the methodical and tactical nature of the Rainbow Six series to a horde mode similar to Back 4 Blood or the Zombies modes in Call Of Duty games.

Because Extraction is a spin-off from Siege, most of its components are familiar. Its graphical style and quality, its movement and feel, and its operators (characters) and weapons, are all from its parent game. Its missions are where its differences become clear.

One obvious change is that the contents of each mission (incursion, in Rainbow-Six-speak) are semi-randomised. While the map layout is constant, everything else is variable; from the type and location of objectives, to the squad’s starting point, to the mutations that add new risks or hazards.

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Review | Kingdom Hearts: Melody of Memory

Before I discuss Kingdom Hearts: Melody of Memory, I should make clear that I am not its intended audience. I’ve never played a Kingdom Hearts game, I’ve never played a Final Fantasy game, and I’ve had the minimum exposure to Disney that someone born in the 90s can possibly have. As such, I can only play and review MoM as a rhythm game, not as a Kingdom Hearts game. (I will mention the story later, however, because long-term KH fans will need to pay attention to this game’s ending).

MoM can be summarised as a controller-based rhythm game that takes players through songs from previous KH games in chronological order, including other spin-off games. The World Tour campaign features 140 songs across around 100 stages, and each stage is based on a location from a KH game. (Barely any Final Fantasy characters appear in MoM; its focus is on the Disney and Kingdom Hearts characters).

One of the most intriguing parts of MoM is how it approaches the core rhythm game task of hitting notes. The game’s layout during the tutorial and the early Field Battle stages suggests that its controls will be simple. Notes travel down the screen in three lanes, while three buttons can carry out regular attacks, so at first it feels like one button per lane is the way to go: LB for the left lane, A for the middle, and RB for the right lane. This works… for early songs on Beginner difficulty. After that point, the other mechanics kick in and make MoM about more than just memorisation.

As this level is based on Mulan’s world, it features Mulan as a guest party member

The middle lane isn’t just for hitting notes, but also for jumping (the B button), aerial hits (B then any attack), special attacks (Y) and gliding along aerial strings of notes (holding B while steering with the left stick). Almost every button on a controller has a role in MoM, so remembering which button you need to press in any moment can be the most difficult aspect of the game to get used to.

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Review | Stacking

What do you get if you mix chimney sweeps, evil industrial tycoons, PG-rated toilet humour, and matryoshka dolls?

A charming and surprisingly entertaining adventure game.

When I first saw screenshots of Stacking, I was intrigued by its art style, but I was also unsure of whether it would actually be a complete game rather than an experiment. But once I saw that it was created by Double Fine, who have a penchant for making games that are both weird and enjoyable, Stacking jumped onto my to-do list.

Stacking‘s opening scenes lay out its setting and style quickly. The world of Stacking blends the familiar tropes of Victorian England and of early silent films. Cutscenes take place in theatre sets, accompanied by dialogue cards, piano soundtracks and film projector effects. Most importantly, every character is a matryoshka doll. This isn’t just a visual style, but the foundation of Stacking’s design.

Because protagonist Charlie Blackmore is “the tiniest Russian doll in the world” getting anywhere fast relies upon taking control of a chain of dolls, each one size bigger than the next, to get to the doll you need. (This raises some questions about how their consciousness works, how their anatomy works, and the weirdness of bodysnatching without consent…). Stacking into other dolls is essential because many of them have special abilities that you’ll need to access new areas and explore each level. Taking control of a railway maintenance doll lets you use his wrench to open an alternate route into a challenge, while taking control of a bird allows you to fly into map areas that human dolls can’t access.

The vignette effects in the corner fit with the early-20th-century style well.

Rather than relying upon convoluted logic or long sequences of causes and effects, each puzzle in Stacking has up to 5 smaller solutions to discover. In the first level, these can be as simple as bringing the right doll to the right place and using their ability. Later challenges bring in a greater degree of lateral thinking, such as stacking into the largest doll you can find to use their weight to move an object around, or using one doll to lure a second doll into a new location so that you can use the second doll’s ability. The last level also introduces ability combinations. One puzzle solution required stacking into both a doll who could produce water and one who could produce a blast of cold air. After going to the correct area and using the water ability as the water doll, I then needed to quickly un-stack into the smaller doll and use the cold air ability to combine the water and cold air into ice.

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Weeknote 09/04/2021

So I’m actually typing this up on Monday 12th – I got a bit sidetracked last week, and my plan for a Friday weeknote was the casualty.

Gaming

This week I was both happy with and disappointed with the new season of Rocket League. The new season brought in a change I really liked, and one I really didn’t.

The good change is that the Trade-Up feature, where you hand in 5 items of a particular rarity to receive one item of the next rarity, is more user-friendly and more widely-usable. Previously, the 5 items had to be from the same rarity and the same batch of released items. Now, they only have to be the same rarity. I ‘m glad about this change, because I like being able to refine my inventories in games so that they contain only the items I wanted them to have. Now, I can hand in the items that I don’t care about that were just cluttering up my inventory.

As for the bad change, I wrote a whole post about that one!

I also returned to The Gardens Between, a time-travel puzzle game with a really charming graphic style, that I first tried out a few weeks ago. While I didn’t enjoy it as much as I wanted to, I did get over half-way through the short story when I first played it, so I’d like to see how the puzzles develop during the rest of the story.

Reading

I returned to Homo Deus, and ended up writing possibly the first negative book review I’ve ever written. Normally I only write about books when I’ve enjoyed reading them and I think I can recommend them to people. But when I realised that the book relies upon misrepresenting and mischaracterising the view that its discussing, I felt like I needed to write out a review. Misinformation, especially when its deliberate, is an instant beserk button for me.

https://getpocket.com/read/3302608391

This article is a summary of a recent study that correlates the success of academic articles (measured by the number of other papers that cite them) against how much jargon is in the Abstract section of each paper. This research focused on cave science, which picks up jargon terms easily because of how many different types of scientist work together in cave research. In this study, the papers which contained more jargon terms in their abstracts were cited less often by other research; the most highly-cited papers contained 1% jargon words or fewer.

Overall this suggests that fewer people read and build upon papers that are harder to intuitively understand, which is a conclusion that makes sense logically. The interesting part however, is that academia itself works differently; similar studies have found that when researchers use more jargon in grant proposals, they tend to get more grant funding. So what is best for individual researchers and studies is the opposite of what’s best for the wider research community and for science communication.

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Rocket League Season 3- Are Psyonix creating unfairness by avoiding randomness?

The 3rd season of Rocket League began this week, and it came with one change that I really liked, plus another change that was unexpected and arguably deleterious despite its good aims.

The negative change affects the Premium Rocket Pass, the aspect that people spend real money or in-game credits to access. Previously, after reaching level 70 in the Premium Rocket Pass, players would receive a random item from the new series every time they levelled up. This item would be Painted (essentially a palette swap to one of 13 different colours), and it wouldn’t be a duplicate of any versions of that item already received from the pass.

This random item system was well-liked, especially by people who spend lots of time trading items on secondary marketplaces. I often collaborated with one of my friends – we would pool all of the colours we had of a specific item, so that he could sell its full set of colours to people who like collecting sets of items.

However, for season 3, the Pass system has changed. Now, every player receives the exact same items after level 70, and they can always see the next 30 levels upfront. Also, not all combinations of item and Painted colour are available, while Certified items (items which have an title, such as Scorer or Striker, that levels up to a better title as you score goals/save goals etc) are no longer included within the Rocket Pass.

The patch notes describe this change as “part of our commitment to removing uncertainty from in-game purchases”, which is interesting for me to think about. I usually think that initiatives that make in-game purchases fairer and more predictable are great. For example, showing the potential rarities of items inside a loot box, and providing % probability of getting items of specific rarities from a loot box, are both good ideas that should help people to stay aware of what they’re buying.

I think the idea of having upcoming items be visible is pretty great too. The static item list, however, doesn’t feel helpful or useful. For me its easier to see the downsides of where this might not work than any potential benefits.

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Review | Coffee Talk

Three things that always catch my interest are reading, gaming, and coffee. So when I saw that Games with Gold was featuring a visual novel game centred on brewing coffee, I instantly downloaded Coffee Talk.

Coffee Talk was released in January 2020 and set in the near future of … September 2020. This version of Seattle is home to elves, werewolves, succubi, nekomimi, and many other species, but thankfully not to COVID-19.

As the friendly yet mysterious owner of a coffee shop that only opens at night, you attract all sorts of customers in a variety of circumstances. Over the course of two weeks in the world of Coffee Talk, you eavesdrop on, and help along, the lives of six characters. How do you do this? By listening, talking, and of course by brewing them the perfect drink they need for the situation they’re facing.

Vegan vampires rub shoulders with shapeshifters and werewolves in Coffee Talk.
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Review | Tetris Effect Connected

Somehow I’ve never owned a Tetris game before, so when I discovered Tetris Effect Connected on Xbox Game Pass soon after it was released, I decided to try out this version. The graphic style showcased in the screenshots and trailers seemed impressive, and the idea of head-to-head online matches appealed to me much more than experiments such as Tetris 99.

My first impression of Tetris Effect Connected was a little negative, purely because it seemed oddly pretentious. This was mostly due to its language and exposition; the campaign is called a “Journey mode” and is described as “a voyage of emotion and discovery”, while you are referred to as a “Guardian” whose job is to help save the galaxy from a negative void that’s going to erase existence. Leaving that to one side and jumping into the gameplay, however, quickly appeased my scepticism.

Its clear from the first information screen that Tetris Effect Connected aims to be an immersive, sensory-blending experience; its encouragement to equip surround sound or wear headphones “for maximum enjoyment” is presented with the same prominence as its photosensitivity warning.

This aim is reinforced by how the Journey mode is built to be near-seamless. After completing each stage, you automatically transition into the next one, while failing a stage resets you to the start of the previous stage rather than returning you to the stage selection screen. This approach feels like its designed to absorb players into a flow state, especially as the power-up mechanic is called “the Zone”. Once you’ve filled the Zone meter by scoring points, you can activate it to slow down time and hold tetrominoes at the top of the screen until you’re ready to release them. While activated, lines that you clear won’t vanish as they normally do, but will instead stack underneath the existing game board. When the Zone activation ends, all of those lines are cleared at once, allowing for not just the titular high-scoring Tetris (4 lines cleared at once), but an Octoris (8 lines), a Decahexatris (16 lines), and even clearing more lines than the game board contains at once (an aptly-named Impossibilitris).

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Review | The Touryst

Today I’m looking at indie game, and former Switch exclusive, The Touryst. One of my friends recommended it to me, as he found its free exploration and relatively short length relaxing.

Initially, I didn’t find it quite as peaceful, because the first thing I did was jump out of the arrival boat on the wrong side to see if I could swim in the surrounding ocean … I could, until I was eaten by a shark.

Once I respawned which let me quickly discover that there is no life counter and no major consequence for death, I began exploring the islands. The Touryst takes place across a cluster of small islands, which you travel between by boat. The boat being at the end of a boardwalk and accompanied by an ever-present Captain reminded me strongly of the balloonist in Spyro the Dragon, which added to the game’s nostalgic vibes. Some of the islands are inspired by real-life locations like Santoryn (Santorini) and Fyjy (Fiji); all of them are compact, colourful, and studded with secrets, mini-games and tasks.

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