Showing posts with label Video Game Thoughts. Show all posts
Showing posts with label Video Game Thoughts. Show all posts

Wednesday, January 15, 2020

Blog: 2019 in Games

This is my third annual yearly games wrap up and I'm taking a little bit to look at what I played in 2019, what I enjoyed playing in 2019 and how 2019 was in games over all.

The Hooflepuffs, true heroes.


Top Games by Time Played


In total I’ve played 60 different games in 2019 and played for a total of 730 hours. The games I played the least were Starfox, StuntFX and Puyo Puyo, all from the SNES Classics on Switch. Mario Golf: World Tour was in the middle of my pack at just above 2 hours and by a pretty incredible margin I played Fire Emblem: Three Houses for almost 180 hours, more than 120 hours more than the next game.

By play time, my top 10 games of 2019 were:

  1. Fire Emblem: Three Houses - 179
  2. Super Mario Odyssey - 58
  3. Animal Crossing: Amiibo Festival - 57
  4. Dragon Quest XI S - 48
  5. Breath of Fire II - 42
  6. Pokémon Go - 38
  7. Xenonauts - 29
  8. Europa Universalis 4 - 27
  9. Legend of Zelda: Breath of the Wild - 25
  10. Fire Emblem: Awakening - 20

Last year I was concerned about how much I played games unintentionally. This year, I think I did a good job actually choosing what to play and enjoying the things I picked.

Fire Emblem: Three Houses is a very, very good game. It’s also a game with a very large amount of content. It has 4 endings and each of those has enough difference that as you play through the game there are enough things to keep it interesting. I played the first play though on easy and the second on hard which was about the right amount of difficulty. I played the third on easy because I was hoping to see more of the game, but honestly found that it dragged out a lot.

I might not have played quite so much more but I managed to get very sick with a nasty flue for most of late August (which screwed up my teaching schedule something fierce). The switch in general and FE:3H in particular are a really nice addition to being so tired that standing and walking to the bathroom is about your daily allotment of energy.

Super Mario Odyssey was also a ton of fun and so easy to pick up and enjoy at any point. I found it didn’t play as nicely on mobile as it does on the TV, but other than that it was always a joy to play.

Mario is never bothered.

Top Games by My Rating


This year my favourite games were (in alphabetical order) :


  • Cadence of Hyrule
  • Chrono Trigger
  • Fire Emblem: Three Houses
  • Legend of Zelda: Breath of the Wild
  • Ogre Battle 64
  • Opus Magnum
  • Super Mario Odyssey
  • Tetris / Tetris 99

I don’t look back at my scores/ratings from previous years, so this is a subjective view from late 2019. Nintendo certainly gets the bulk of my happy time this year. Cadence of Hyrule is a real delight on top of Fire Emblem, Breath of the Wild and Super Mario Odyssey. I’m usually a little more conservative about Ogre Battle 64, but honestly I do love that mess of a game. Tetris continues along, even if I did land on 99 rather than effect 9or any of the others). And of course Chrono Trigger is still one of the very best games of all time.

Puns and boss fights. Although you might want to check it out for the music.


Thoughts


I played a lot of great games in 2019 and I’m generally pleased with what I chose to play and how I chose to play it. 2019 had a lot of really good games in it and having missed out on the switch for a number of years I was able to play the best it had to offer.

I’m looking forward to playing more in 2020. I’m especially excited about Animal Crossing: New Horizons, but I’m sure there are going to be lots of interesting things to play. I’m also putting a lot of effort into organizing my work / play time so that I’ll have the time to regularly sit down and enjoy things without feeling like I ought to be doing something else.

I feel like we’re at a point of excellence in games and hopefully we’ll see more creative and enjoyable games come out this year. I also want to make sure I take the time to enjoy the games which are interesting and the games which stand as a more complete art.

The home we come back to.

Wednesday, July 17, 2019

Blog: Thoughts on Long Live the Queen

I saw Dan Floyd play Long Live the Queen a while back and was reminded of the weird awesomeness that was Princess Maker (2) back in the day. Last week, it was on significant sale in the Summer Steam Sale, so I bought and played it for about 3 hours. I feel a bit conflicted about the game, but at the moment I don't really want to play more, so I thought I'd write up a quick thoughts post now.

Long Live the Queen
 As always, beware spoilers for Long Live the Queen (at least one of the major endings).

Things I Liked


I like making numbers go up. I think I've mentioned that in some other of these "Thoughts On" posts, but I have a long history of falling into games that have a numbers go up mechanic. At one point towards the end of my undergrad, I found myself obsessively playing a "Stop Being a Loser" simulator and realized that if I quit playing the game and did the things I was getting my avatar in the game to do, I'd be a lot happier.

All the things the Queen might learn.
Long Live the Queen follows on the tradition of the Princess Maker games, where in, you are responsible for taking a young lady and preparing her for life. In this case as a queen of a moderately sized country. You do that by sending her to various classes, such as Queenly Deportment, Sword Mastery, Ecclesiastical Divination, Economics or Magic Use. The points you (or the Queen) gain in are then used to pass or fail various checks which determine how following events go.

The Queen is feeling under pressure today.

In the case of Long Live the Queen, failure at a lot of these checks seems to either lead to nothing or to fairly swift death. Passing the checks, however, is quite satisfying. Knowing that you’ve prepared the Queen by learning avoid insulting a guest by understanding courtly manners feels great.

The Queen is not immune to arrows (without training).

I also generally enjoyed the setting of the game. I’ve been reading through all of the Lois McMaster Bujold Vorkosigan Saga books and the idea of playing an Aral Vorkosigan simulator appeals to me as well. Can you take the leader to be and grow them up to be a strong, caring, beloved, leader (or a horrifying, but entertaining monster)? The setting of the internal and external forces on our Queen are interesting and lend themselves to the possibility of some interesting storytelling.

Things I Didn't Like


While the possibility is there for interesting storytelling I feel like there isn’t that much effort put in to actually telling that many stories. The story of the game hinges on the various tests of the Queen’s abilities and on a few of her choices (but generally the choices only master if she’s able to pass the check first). There seems to be one strongly preferred plot, with small side deviations (generally leading to death). There seem to be a few other larger plots, but they seem to require playing the game in very specific ways to trigger them. As such the plot felt a little as though I was being railroaded in my choices about how to develop the Queen.
The Queen knows production and trade, so can make good choices.
In one example you sentence a criminal to execution and he tries to personally attack you. To the best of my understanding, the only way to successfully manage the situation is to have the archery skill prepared, so that you can fling a sceptre (or something) at him (unless you’ve learned magic, but we’ll return to that point in a moment). If you fail the test in that particular case, you survive, but I can’t help but feel that the responses to that situation were very limited.

The Queen cannot defend herself.

For instance, if instead of training archery, you trained fencing, you could grab a sword and personally defend yourself, or if you were trained in diplomacy you could talk the criminal down, or if you studied tactics you could position yourself so that your guards could better defend you. In these situations the direct pass or fail may not actually matter, but it could lead to more interesting stories.

Beyond the specifics of the various tests the Queen must pass, it feels very much as though the only acceptable path through the game is to learn magic. After several playthroughs where I died in various ways I ended up taking a walkthrough for the last time and was able to navigate most of the checks I had struggled with. I think having the magic route be important is excellent and I enjoyed that playthrough, but it felt very much as though having magic rendered all other decisions in the game somewhat moot. I wish there had been a slightly different way to approach that.

I also feel a bit that there’s a limit on the endings of the game. I certainly haven’t exhausted the potential endings at all as though you die in some fun way, or you survive and marry someone. Either, I wish that the game had more interesting outcomes available to you, or that if it does have those more interesting outcomes, it indicated them to you a little better.

The Queen did not live long. Long Live the Queen.

Things I Noticed


I like the mood system to moderate the bonuses to the various scores, but I feel as though it lead a little to the railroading of the game for me. For example, if the Queen is angry, she gets a bonus to martial and military skills. That’s a great approach, but it means that you have to select activities for the week that will make her angry. I think a few other mechanisms to modify the mechanics might have been a good idea to bolster the emotional side.

The Queen is feeling very emotional right now.

Things I'd Include in A Game


I think my problems with Long Live the Queen are that it’s not quite the game I want to play. I think the creators were aiming for telling a story within some boundaries of personal investigation. I think I was hoping for something that allowed you to explore how an initial situation might evolve if a person made a particular set of decisions.

I see the “plot tree” of Long Live the Queen as a few strong trunks with a some lighter, shorter branches off in other directions. I would like to play something with many branches around the same length with a few interesting shorter ones to break up the game play.

Final Things


I liked Long Live the Queen, even if it wasn’t exactly what I was hoping for. I’ll probably drop back in on it at some point, but for right now I feel like my three hours has been enough. That being said, in doing a little research for this post, I noticed that Princess Maker 2 has been remade and is on Steam, so I might dive that way for a little while.

The Queen is a magic queen!

Long Live the Queen has given me some food for thought for a game I’d like to make at some point and I’m glad I played it.

Friday, May 31, 2019

Blog: Thoughts on Earthbound

Earthbound is a pretty cool game. I guess that goes without saying, now. It’s a different spin on a JRPG that really show how games don’t just have to be about getting your numbers bigger to win against the next boss. Games are art, and Earthbound is a good example why.

A place long ago and far away.



I never played Earthbound as a kid partly because it came a big box and for SNES games I figured that meant it had / needed a multi-tap and I’d need friends to play it. It also had the “it stinks” marketing campaign which I reacted to quite badly at the time. Fortunately, in recent years, YouTube has come along in the form of Chuggaconroy and Stephen Goerg (and friends) to show me just how great this game is.

I started playing Earthbound (on the WiiU Virtual Console) in early 2017 and played until mid-late 2018. So it’s been a while since I finished, and a really long time since I started. Still this game is so full of fun and interesting things that I wanted to talk about, that I thought I’d write a post.

As always, beware of spoilers for Earthbound. I totally recommend playing it yourself or watching a good Let’s Play.

Kay-o. You Thank.


Things I Liked


There’s practically nothing I didn’t like about Earthbound. It is, at its core an incredibly charming game in story and style, that has a really interesting combat system. As with a lot of SNES RPGs of the era, the store is somewhat simple, but filled with interesting and well-rounded characters. As you journey around the world every place you go is unique, memorable and interesting, and every character you meet is also unique, memorable and interesting.

Bones bones bones


Playing Earthbound I left, feeling as though I had been to another world and met ,learned about and loved people along the way. This particularly included the characters in the main party, I can’t think of a lot of other games from this era (or honestly ever) where the party was this deeply characterized with understandable motivation and struggles in the world.

I also liked the art style in. It’s simple, but very visually appealing, and everything was clear and easy to see. The battle system in particularly is fascinating with large and interesting art along with Earthbound’s notorious psychedelic backgrounds. I think there’s almost no chance that anyone who’s seen Earthbound would ever confuse a screenshot with any other game (except maybe its sequel).

Very rewarding.


The music is also quite iconic, helping to illuminate the style and feeling of the world. It’s a mix of cheerful and creepy. It’s style is very varied from, SNES meets rock-and-roll in the early urban areas or synthetic weirdness when you’re fighting the UFOs and Robots in the creepy underground bases.

More specifically I love the scrolling health mechanism. The combat is turn based, but when you take damage, rather than the damage being taken from your HP right away, your HP ticks down over a (relatively) short period of time. In the case of big or fatal damage, this gives you enough time to use a healing item or cast a healing spell, which will start healing you from wherever your HP has ticked down to, cause your health to tick up (much faster than it ticks down).

 Combat via GameFAQs user Eevee-Trainer

I think this is a fantastic mechanism for a number of reasons. First off, it keeps you interesting in and focused on the combat, because you always need to be ready to abandon your planned command in the menu and get to healing as quickly as possible. This felt to me like a really good method as opposed to some of the Active Time Battle present in other games like the Mario RPG family.

I also like it aesthetically. The HP counter is styled as an [odometer] rolling number, and so the ticking is styled as the number rolling down. Something about that really just appeals to me (although I’d love to see it styled as a train-station flip clock). Finally, it has provoked a thought about how you could structure HP and damage differently in a game, which I will talk about more later.

The final thing I wanted to talk about in the things I love is the way they handle mismatches between your level and the enemy level. Lots of SNES RPGS which came before (and after actually) forced you to keep fighting low level enemies in low level areas long after you were levelled up. In Earthbound, thanks to their visible enemy system, where enemy sprites are visible on the real world and you touch them to initiate combat, enemies will actually run from you if they think they can’t defeat you. This means that if you want the XP you can go after them, but if you don’t want to they’ll stay out of your way.

The enemies flee! via GameFAQs user Eevee-Trainer 

This is also combined with the other nice effect of the visible enemy system. If you surprise the enemy you get an extra round of attack (and if they surprise you they do). When they’re running you automatically get that extra round, and if the game calculates that you’d win in that round it doesn’t make you even enter the fight. It just gives you the XP and your other rewards for the fight. This is a wonderful touch in the game and honestly a thing that a lot of games still don’t implement that nicely.

Things I Didn’t Like


There’s not much I don’t like about Earthbound and a lot of them are easily forgiven seeing as this game had a very difficult development cycle and has some incredible things built into it.


The one thing that constantly frustrated me playing Earthbound was the inventory. It’s small and there are a lot of things that need to go into it and it’s often not very clear what a lot of items do and when you need them. Now that being said compared to a lot of other games it’s a much more effective system and it has things like a callable storage company that will take things to storage for you and bring it back, all you have to do is find a phone, call and wait in a place they feel safe to get to.

At least they're speedy via Earthbound Wiki

Still, “cleaning the fridge” is a regular activity, probably every hour or so. The mechanics for doing so are clunky and the whole thing just grinds the game to a halt. So a little more flexibility in design and a little more explanation would have been nice.

Another  element they introduced which seemed like a good idea at the time is condiments. These alter the effects of your healing items. Ketchup on your hamburger improves the amount of HP you get back and sugar improves a cup of coffee (which I think gives you magic points). On the other hand ketchup in your coffee is supposed to make it worse, as is sugar on your hamburger.

Unfortunately, if you want to use it you have to keep it in your inventory and the game decides automatically which condiment to apply (and not always the best one). This means that you lose a inventory spot, for a chance to improve one healing item, not quite as much as having two of the same healing item. So the whole system becomes useless and cumbersome. Not that the developers could be expected to make one, but a rudimentary crafting system would have made this work really well. It might also have tied in nicely with the PC who builds and fixes things.

The game is also a bit slow. That’s probably somewhat intentional, but the maps are large and intricate and sometimes it takes a very long time to go anywhere, even if the enemies are running from you. There is a fast travel system (and a very nicely diegetic one at that), but it has a limited number of places you can be dropped off, so you still get to walk.

The final thing I didn’t like about Earthbound was it’s ad campaign. I’m not sure that, being the kid I was in the 90s I’d have liked Earthbound. I had strong opinions that if you didn’t have swords and magic, it wasn’t an RPG. I *might* have come around on Earthbound, but the whole It Stinks ad campaign they ran with back when the game was new turned me right off. I hated scratch-and-sniff and the whole it’s gross so boys will love it thing in the 90s just turned me off.

It's not the game’s fault, but I think a different campaign might have brought me in (also a smaller box, since I assumed that all of the big snes boxes were for multi-taps and I didn’t really have much in the way of video-game playing friends as a kid.

Serious nostalgia vibes now. Fear then. via Some Google Archive


Things I Noticed


It would have been nice to have a little more gender parity in the party, the world and the story in general. Paula, the only female playable character is portrayed as very strong, but is also quite stereotypically girly. On its own I think that’s great, but having a different type of female character would have been a nice balance to the game. She is also kidnapped significantly more often than her male counterparts. Given that this is a game developed in Japan in the 1990s, it's not outrageous for its time, but it does feel limited in light of a lot of modern games and media.

These are pretty cool. via starmen.net


As I mentioned I did not play this game as a kid for a variety of reasons. That being said I’m not sure that this is ever a game I’d have liked as a kid. It feels as though it is intended for a much more mature audience, with more uncomfortable ideas, more disturbing situations and more complex problems to be solved. Given some of the discussion I’ve seen about this games development that’s intentional and I think it’s good to have a game that does a good job of maturity and complexity of story.

Things I’d Include In a Game


The first thing I’d include in a game is the active health system for a menu based RPG. I think there’s a lot of neat ways to play with it including to alter the spin speed as status based attack or to somehow mess with the numbers. I’ve also been considering a version which is some kind of liquid system where you pour health in and the enemies try to pour health out and you’re trying to manage keeping more going in than they’re getting out.

I also think I’d like to look at more audiences for games. I recognize this is not a unique thing at this point, but I like the idea that two games with similar mechanics could be aimed at very different audiences depending on how their story is constructed.

The final thing I think everyone should include in their games is the attention to detail. I love the attention to paid to the detail in both the story and the programming and while I know there’s a ton of people who worked on this game, I feel like Shigesato Itoi and Satoru Iwata really poured a lot of themselves in to the game.

Final Things


I’m really glad I played Earthbound. I’m also really glad I played it as an adult, because that gave me a lot of perspective on the story and the characters.

I’m also really glad I got to play Earthbound. A few years before it was released for the WiiU I remember walking around the local comic convention and seeing Earthbound boxes for $1000 a pop. It’s not that easy to find physically and it’s really nice that it got a digital release for the WiiU. I’m hoping that Nintendo remembers how important that kind of access is and makes sure that everyone will always be able to have access to important games like this one.

Somehow still a question 24 years later.


Wednesday, January 09, 2019

Blog: 2018 in Games


Well three times means I mean it, I guess. I’ve now managed to track every game I’ve played (more or less) over the last three years. I’m enjoying the tracking, and I think, generally I’ve been a little more mindful when playing. I’m looking forward to 2019 when my thesis is finished, and I can open up what I’m playing.

This post is a wrap up of 2018, including a look at what I’ve played, what I’ve enjoyed and some thoughts about games I had this year.


Top Games by Time Played


In total I’ve played 42 different games in 2018 and played for a total of 568 hours. The game I played the least was Dragon Fly! on my phone. Mini Metro was in the middle of my pack at just above 3 hours and for the second year running, Legend of Zelda: Breath of the Wild was my most played game at 87 hours.

By play time, my top 10 games of 2018 were:

I'm interested that compared to last year I definitely played more games. Although that might be that I got stuck in Breath of the Wild. So I played elsewhere a little more than I might have. On the other hand it’s interesting that I’ve still played more than 80 hours bringing me to 302 hours played total (with only the last 40 being me vs the stupid master sword challenge lizalfos). I love that game deeply, and even though at this point there are bits that ring a little hollower than I’d love, it’s still an incredible game.

A lot of the other playing hasn’t been as intentional I’d hoped. I played Color Splash and FFXII mostly as games to relax at the end of the day, but I do know what I’m playing and they’re not quite what I’d hoped for. Also every time I play a Final Fantasy game it drops in my esteem, FFXII is hella slow and my attempt to lean into that has not been as successful as I hoped (he said 27 hours later).

Civ VI and EU 4 were also not as intentional as I hoped, mostly played when my brain wasn’t interested in doing much else (even when there was much else to do) . In 2019, I want to get a handle on that and enjoy them significantly more. I stopped playing Stardew, because I didn’t want to play it the way I was playing Civ and EU 4, and hopefully Mindfullness 2019 (™) will push me back that way as well (although it also deserves a slow drip so you don’t push too hard into the virtual part of the world).

Amiibo Fest is great and part of my weekend ritual. PoGo is also a staple and even a motivation to … actually go outside (results less effective while cold). 



Top Games by My Rating


This year my favourite games were (in alphabetical order):

As always I don’t look back at my scores from previous years, so this is a subjective view from late 2018. Looking back now I notice that Pikmin 3 dropped a little, but I’m also just mostly hoping that we get a new one. Bastion and Rakuen also weren’t included, but that’s because I didn’t play them this year. Tetris is a new addition, but, seriously, Tetris is good (I’m going to have to try to hunt down Tetris Effect in 2019).


Thoughts


I play games for a lot of reasons. I like to play games for the experience, for the art, for the escape and for the fun. 2018 was not the best year for me in general. I was very stressed and think I really didn’t do a great job of getting myself to the places I wanted to be, in a lot of different ways.

A lot of the games I played were much more for the escape than for anything else. That’s okay, but I’d rather be able to play for a lot of different reasons, rather than just that my brain is too tired to do much else. I liked all of the games in my top 10, to be clear, but a lot of them are good without being outstanding.

I didn’t buy games in 2018, and [as I already mentioned], I didn’t even play a lot of games released in 2018. I have to say that, while I feel like there are a lot of very good games, there aren’t a huge number of games that I really want to go back and play from this year. Celeste sticks in my mind, as do Dragon Quest XI and Octopath Traveler (and Tetris Effect I suppose).

I hope that in 2019 I’m able to play more and play for more reasons. There are a lot of games I’m looking forward to catching up on and I’m also excited to catch up on the Switch (and maybe the PS4) and to dive into a ton of really great games … or maybe I’ll just play the new Animal Crossing all year.


Sunday, October 14, 2018

Blog: Thoughts on Paper Mario: Color Splash

It's colour and it's splashy. (Yeah, still haven't fixed the internet problem on my Wii U)


I picked up Paper Mario: Color Splash because I wanted something new, different, and not that hard to play. I’m trying not to buy too much while finish my PhD, and I thought Color Splash might be the right thing to tide me over until I can get caught up again. There will be some spoilers for Color Splash - I hate to tell you but Bowser might kidnap Princess Peach again, but wait til you see why he did it!

Toad is very firm in his beliefs.


While I've watched most of the Paper Mario games being Let's Played. I’ve never actually played one before. I’ve generally thought that they had a lot of heart and the localization team has had a lot of fun producing them. I really enjoyed Thousand Year Door and I’ve thought most of the others were pretty good. Color Splash fits in that model, and while I didn't love it, I certainly like it a lot.

Things I Liked


Paper Mario: Color Splash is very charming. From the visual style, to the characters, to the writing it was a delight to play. It definitely has some issues, as I’ll discuss in the Things I Didn’t Like, but overall it’s fun.

The first thing I really liked is the colour. I am a fan of bright colour and rainbow things and this game certainly provides. Beyond that, the Woolly World / physical paper style is fantastic. Mario is a piece of paper. The enemies are pieces of paper. If you hit the enemies with your hammer they crumple.

Don't worry that's just a country side cafe, with extra large decorative knives, getting rolled up above you.


At the same time the paper craft is used to build a really “realistic” and fun world. As you go through the world you see a shiney rock and suddenly realize it’s aluminum foil. Or you a log and realize that it’s rolled corrugated cardboard. Or you walk along a nice ridge and then some jerks roll it up and trap you in it.

I also liked the world of Prisma Island. You travel around on a Super Mario Bros. 3 / Mario World style map. At first I was a little worried that it would be too highly “levelized,” with no reason to go back to a level once you finished it. But there were interesting characters in different locations and just about every level had at least two reasons to go back, and was a little different every time you went through. Each level felt unique, and there were "biomes" across the game that felt like you were travelling between different areas, where there were common stylistic elements shared between the levels.  The world felt dynamic, alive, and interesting at every point of the game.

I'd visit.


Part of the world feeling alive is that, despite the fact that it might be really hard to tell the Toads apart, every single character is has well written, unique dialog. Everyone in every town has a personality and it’s easy to remember them. Like the bridge repair expert, and the bridge repair expert expert who helps you find the bridge repair expert (they’re especially memorable because they both get really happy whenever you use the bridge they repaired in town).

So happy!


The Rescue Squad Toads were also phenomenal, there were at least a hundred of them, in various colour squads. Each squad helps Mario do a thing usually by becoming a patch in the world (and they don’t mind if you step on them, or drive a train over them). Each Toad in a rescue squad has a personality, and has a different thing to say. At one point you and the 50 Red Rescue Squad Toads need to get in a circus. While you’re waiting all 50 toads have something different to say and they’re all witty, or interesting, or both. The attention to detail that the localizers put into this game is phenomenal.

They may be construction material, but they are glorious.


The writing overall is really good. The game is very self aware, and comedic, and it’s really enjoyable to read the plot, the side plots, and the NPCs just standing around. The story is not a heartbreaking work of literary genius, but for a Mario game, it’s unique, fun and a little different.

Things I didn’t Like


I played about 50 hours of Color Splash, and I probably enjoyed 40 of those. Unfortunately, this game is kinda cavalier with your time, and that can make it very frustrating. The first example of this is simply the game over mechanic. This game is old school, if you lose a fight, you go back to your last save. Also, did I mention that there are hazards in the world that can kill you? There are, so if you’re not careful - and sometimes if you are careful but the game designers are feeling like it would be fun for you to do that last bit over again - you’ll suddenly get blown back to your last save.

The game, and the colour, is over.


I will say that the game is generally good about saving every time you leave a level and there are save blocks positioned in fairly useful places. However even then on several occasions I found myself dead by surprise and suddenly way back with a lot to repeat again.

The game is also aware of its game over mechanic. Several times, early in the game I’d die to a boss only to have Huey pop up and tell me that I hadn’t done the fight correctly. Later in the game this didn’t happen as much but I still felt a that the game over penalty wasn’t required and there must have been a different way to handle the fact that the game is *fairly* easy.

I actually found regular fights pretty fun, instead of picking your commands from a menu you pick cards out of a hand, and then it’s back to the old fashioned action commands to thump enemies. As with all Paper Mario games, you need to take care that you choose the right type of attack for the right enemies (don’t jump on the spikey things).

Stomp, hammer, fire your way to victory.


Where I found things broke down in combat was in the boss fights. I mentioned Huey telling me I was fighting wrong, well the bosses in Color Splash all have a CORRECT WAY (™) to fight them. In general you have to find a card out in the world (a “thing”) and use that think to break whatever is keeping you from actually fighting them. On the one hand this makes the boss fights interesting and different than your regular encounters. On the other this means that almost inevitably you’ll go into a fight having not found, not gone back for, or having used the thing you need to actually win the fight. And then you die.

Better yet are the times when you have the thing but you don’t use it the right way. Did you use the balloons? Well, too bad, because right now Ludwig isn’t vulnerable to that. He’ll be vulnerable to that later. So you die.The game isn’t bad about explaining when you get to the right point that you should use the thing, but it’s still kinda easy to jump ahead and get yourself in trouble.

Morton might be be the brightest candle in the box, but he sure tried hard.


All of the main bosses work this way, but the worst example was probably the steak. Yes, there’s a boss about 2/3s of the way through the game where you have to cook a steak. So you have to tenderize it appropriately (which, i mean Paper mario does love clobbering things with hammers so - great), apply salt and pepper, apply lemon juice and grill it to medium rare. That requires three “things” you find out in the world. That are all found in different levels (although there is at least a shop in town where you can retrieve any “thing” you’ve found once in the world). Then you have to apply them in the correct amounts in the correct order. I think I fought the steak 5 times before I got it right. You don’t die if you don’t cook the steak right but you do have to buy the steak to fight again each time.

Overall, I do think the boss fights add a lot to the game, they are at least different and interesting. I’m not sure they’re fun, but I wouldn’t say they're bad. What I would say is that they feel a lot like the developers included the mechanics to slow the game down for you. I get needing patience to play, I suck at dark souls, but I recognize that I need to put the time in to “git good”. In Paper Mario: Color Splash I feel like I am good and the game’s just hitting on my ignorance. While I loved it, I was definitely frustrated at times.

This carries over to some of the puzzles in the game, they’re very long and you have to start over when you do something wrong (or sometimes when you do everything right). There’s one level late in the game where you fight your way through the forest, have to avoid the surprisingly accurate hammer brothers circus act and then you discover three “paint stars” next to each other, which means that not only was it a slow and relatively difficult level, you have to play it three times in a row for no reason.

I think my frustration also comes back to the use of save points. The game only saves when you leave a level or hit a save blocks, so when you’re infiltrating the Yellow Sniffit’s base to get the a Cafe Owner back (cafe owners are very plot important), you have to play the whole level in one sitting or start again and do the 30 minute trip to the base and then the hour long base.

I sniffed the need for a quick save feature.


(I’m wondering now if there were save points that I missed / forgot about, but still it would have been nice to just suspend and come back later. Additionally the mechanic of saving in a level and coming back is a little confusing.)

I think I was most frustrated by the part where you have to guide a ship through a spooky violet passage. That level had an “on the ground” portion, and then you had to sail the ship through a number of fairly challenging challenges, navigating rocks and shooting stuff. It probably wasn’t that bad but I was tired, I wanted to stop, but I didn’t want to give up all the work I’d done to get that far.

The game has banners in the main town square where it celebrates how many coins you’ve picked up, how many times you’ve whacked things with your hammer really well, how many times you’ve used your scissors to cut up the back ground, how much paint you’ve smashed onto things, and - how many times you’ve won a game of rock paper scissors. While 100%ing the game is not really rewarded, it is nice to see those banners unfurled, so I tackled those parts of the completion quest. Over all they’re fun enough, especially with a friend shouting everytime they see something you missed. The Roshambo however is a bit of a different beast.

Achievement Unlocked - wait, that feels wrong here...


For - reasons - Roshambo is the religion(?) on Prisma Isle. There are Roshambo Temples at least where you compete against your enemies in - the ultimate rock-paper-scissors showdown. I actually like about half of how this was put together, Toads outside the temple give you hints about what your opponents are likely to play and you can use that to help figure out a pretty good strategy to play.

The part I don’t like however is that if the Toads don’t know then you’re just playing random rock-paper-scissors. The final “boss” of each temple works that way, and the whole of the final temple. For the first 7 temples this means you need to take a couple of runs at them, for the 8th temple this means you have to win 3 rock-paper-scissors matches in a row, which works out (if I did the math right) to a 4% chance of winning on any run. While I know I didn’t have to do it, it did take me an hour to get done. I’m happy I got all the banners displayed in town, but I think there’s a better way to implement that.

You are truly the king of randomly picking things over and over and over.


The last thing I didn’t like about this game is a design decision. If you’re going to write a funny game, maybe put the jokes on the screen the player is looking at rather than the one they can’t look at? I was lucky to play with my partner because she would read me the enemy dialog that they should while I picked cards on the WiiU Tablet. Given how well the game is written I was pretty disappointed in that decision.

Generally, the use of the WiiU tablet was unusually weak in this game. When you’re moving around the over world, the tablet screen only displays a button to press to get into the menu. And you have to touch the touch screen to get into the pause menu rather than using any of the controller buttons (like, +, which would make sense). It wouldn’t have cost them anything to put the status screen you can get in the menu up all the time while you play, let alone just make the tablet screen usable like it is in other games (Wind Waker HD, for example). It’s also really slow, which suggests to me that there was some sort of information or optimization problem going on in the background.

This is neither interesting, nor useful.


The structure of the card mechanic is also weird. Your job in the game is to take cards out of your (eventually) 99 card sized hand, put them into your “palette”, “paint” them and then throw them at the enemy where they turn into your moves for a standard Paper Mario battle. First, picking through your hand is hard, especially as it gets large, secondly as you move between the different phases of organizing your cards you have to press buttons on the interface and the number of times I tried to go on to the next phase or looked back at the screen is high. I think some careful UI / UX work on the tablet would have gone a huge way to making this a more satisfying game to play.

Things I Noticed


This game has too many mechanics. It starts off well with the standard Paper Mario, go around the world and hit things with your hammer (or maybe jump on them). In the paper would this is really engaging as there are a ton of interesting paper-craft things in the world for you to hit with your hammer. This is especially when you get the temporary unfolding power which lets you make really cool things, by hitting them with your hammer. That brings us to one and a half mechanics before really starting.

Peach calls it like she sees it, when necessary.


Next we have the paint. Paint is effectively your mana in Color Splash. You and your paint can buddy Huey, are trying to recover the paint stars and in order to do that you have to recover all of the paint that’s spread around the world. Some paint is just sitting out whereas other paint has to smashed out of things with your hammer. Your primary enemies are shy guys with straws and they suck the paint out of things and steal it, so you get an extra ability to hit things with your hammer to smash colour back into them. (This is very funny - to me - when you’re resuscitating toads by smashing them with the hammer. I’ve been calling it first aid by cranial trauma, but it’s okay since they’re made out of paper and can just iron themselves out.) Again this seems like a mechanic and a half so let’s call it three mechanics, so far.

Paint, available everywhere you hit things with hammers.


Next, you have cut outs. These depend on you positioning the camera in such a way that something in your view of the game world makes a shape and then pressing a button so that you can get out your “MAGIC SCISSORS” and cut your view of the world and then sometimes put things into the cut outs, sometimes get things out of the cut outs and sometimes jump into the cut outs so you can get somewhere in the world that you can’t do normally. Firstly, these are asinine, and my least favourite thing to do in the game. I regularly forgot I could, and they didn’t make sense with the rest of the world. Either way the game expects you to do this frequently to progress and that brings us to four mechanics just for getting around the world.

I did not feel very challenged by this part.


Next they introduce the “things”. Things are - things - which are rendered in a “realistic” fashion as opposed to the paper-craft style of the world, so they stand out. These include lemons, desk fans, statues of cats, washing machines, teapots, plungers and many, many more. As I already said they play a critical role in boss fights, but are also used generally for combat and they also manipulate the world in a lot of situations. I liked the things and I thought they added to the light hearted fun of the game, but again they were a different mechanic that had to be monitored. You could go out in the world and find the things or (if you’d already found them once) you could go to “the squeezer” in the main town and just buy one (and squeeze it to get a card). There was also a toad that would give you hints about which “thing” you were going to need next. Given their uses we could probably call them three different mechanics, but let’s give them game and keep them as one whole mechanic, which brings us to five different mechanics.

Oh no, it's a giant fan! We're made from paper!


Within combat there are two main twin mechanics, one is standard Paper Mario combat, with hammer hits and jumps, which you have to act on with “timed hits” pressing buttons at just the right moment to block an attack or to hit your attack properly. In the “good” Paper Mario games you decide which attack your going to do out of a menu. In more recent games they’ve made battle commands expendable items. In Color Splash, to jump on an enemy you have to have jump card.

To use a card you have to pick it out of your hand and throw it at the enemy. As the game goes on you can throw more cards, but every card you throw is gone, so you don’t want to throw to many cards if you don’t have to. The cards are also basically useless unless you paint them, so you have to use some of your paint to colour in the shapes on the cards so they’re powerful. Thankfully the game only requires you to tap and hold on them while does the actual painting.

On the surface that’s two and a half more mechanics, bringing us to seven, but then you have to deal with the number of different cards and the different ways they work. So you have the standard cards, hit with a hammer, jump, which then have a half different dozen flavours each (which change up the effectiveness and timing of the timed hits). You also have fire flowers to throw fireballs, and ice flowers, and mushrooms to refill your paint and mushrooms to refill your health - plus some other cards too. Then you have enemy cards where in you can call in a temporary ally, which might or might not actually help you fight, but yay, now you have a goomba buddy for the next 30 seconds. Then you have the thing cards which mostly will wipe out all the enemies, except when they don’t. All of these you might find pre-painted or have to paint yourself, and you have to make sure you have enough cards, but not too many cards or you can’t pick up the new cards (which might be the thing cards you need to fight the boss). And then you have the emergency card system where you can pay money to the game to give you an emergency card (that’s helpful but not too helpful) to help you in case you run out of cards. And that’s still excluding the boss fights where you might or might not need to use a thing to do something other than what it usually does to do something to the boss so you can fight them. Oh and then there are the times where Kamek decides to flip all your cards around, or just steal all your cards, or whatever.

It's enough to make a guy droop.


So, yeah. That’s a lot of mechanics. That’s also only the regular mechanics, there’s many, many more one-off examples, such as the 2D/3D Super Mario Bros. 3 game you jump into, or the Dragadon which you can jump on and have it carry you around a volcano, but only if you have an item that you have to get in the level that is literally the farthest away you can be from the volcano.

Over all, I feel like the game could have used a little bit of editing. None of the mechanics are awful - although I really didn’t care for the cut-outs, but there’s just a lot and figuring out how what mechanic you’re supposed to use for this particular situation. As far as I can tell the game is also not very generous with allowing you to find different solutions to a problem using different mechanics.

Interestingly after all that. There’s one, one-time mechanic I wish I’d seen more in the game. In the final fight with Bowers, you have to get black paint off of him and jam it back into your paint can friend Huey. This was hard, especially because it required really skilled blocking, but I thought it really fit well into the theme of the game and was honestly a lot more interesting than the thing mechanics they used for all the other bosses - Bowser does still have a thing mechanic, but the paint capture is more prominent. I think they could have use a mechanic like that to much more effect throughout the game.

Bowser's covered in ink. Your only option is to smack him with a hammer until he's clean.


Things I’d Include in a Game


First and foremost I would love to make a game which is as charming, funny, fun and entertaining as this. While I definitely have my gripes, I loved playing this game and I think it’s a thing people should look at frequently to ensure that we have a real diversity of genre, theme and style in video games.

Friendship, a sidequest.


The other thing I think I’d like to include in a game is the combat system, at least somewhat revised. The card system they use works, and it does promote using several different play styles as you run low on one type of card or another. I think the weapon breaking mechanism from Legend of Zelda: Breath of the Wild does this better, but it does get at keeping players on their toes and preventing people from having one solution to everything.

I think I’d rather see the game structured as more of a deck builder - similar to Legendary or Star Realms. In this way rather than collecting disposable cards, you collect a card you can put in your deck and then use that same deck regularly to take out enemies. That would allow a lot of diversity in different decks for different worlds and then different decks for different bosses. I’m not sure how well it would work but I think it would make the combat a little bit more consistent and enjoyable - at least for me.

Final Things


This is a good game. It’s fun, it’s bright, it’s rainbow coloured, it’s funny. It’s worth you time. I also got really frustrated playing it. Thinking back I think that’s more of a comment on me than it is on the game. Obviously there’s things that could have had a more streamlined design or a more thoughtful implementation, but over all the game is a lot of fun. I think I needed to slow myself down and just relax and enjoy it. I think I got a level of difficulty and a style of play in my head and when the game didn’t do that I was annoyed.

I wanted a game that would distract and entertain me. This game does that. I should have let it do that more and I hope if you’re looking for a game to entertain it will do that for you as well.

Paper Mario, best credit sequences, no question!

Wednesday, August 01, 2018

Project 1: Project Octoseason Blog*

Happy Blog End and Start Day!

via GIPHY

Yes, it’s time for that annual celebration where I remember that I started the Blog on August 1 (a long time ago) and should probably figure out what I’m doing with it. It’s also your annual reminder that not all things last forever, but this blog still might for another year.

Ahem, first, as tradition dictates, I’d like to remind you that the “Blog” here comes in two parts, the Blog as Project Report, and the Blog as Blog (which is itself a project). Effectively, my intention here has always been to get excited and make things - even if that’s not always as evident as I’d like it - and one of those things I’m excited to make, is a Blog where I talk about - well mostly the media I’ve consumed, but you get the idea.

Tradition further suggests that now is the time that I tell you I’m not done my PhD, but I’m close - and folks I’m getting ever closer to actually finishing the damn thing - and given that, that I haven’t done quite as much work on my own creations as I’d hoped last August. Still, here we are, I’m not going to beat myself up, I’m just going to celebrate what I have done.

In terms of projects in the last year, I’ve worked on four and I’m generally, pretty happy with how they came out. I started messing around generating floor plans for a game I’d like to make at some point. That only managed two posts, but I still had fun - and I’m still thinking about it, the Flurpins will be back “soon”. I pushed myself to read more, and set myself the goal of reading 12 books in 21 weeks. That was a nice project, in that it had a set end date, and ended at the end for 2017. I actually made it all the way to 18 books - what a stunner. I started on a program to help me with game tracking, and also to just get some general programming practice in. Finally I tackled #NaFYoFuThMo an effort to get me pushed across that finish line of that ever looming PhD.

A Flurpin ... an odd side effect of generating floor plans.


As far as the Blog as Blog goes, in the last year I’ve kept up with tracking my video game playing, which I continue to find interesting, even if it probably seems a bit repetitive. I dropped a little behind in the monthly posts, partly because I was fairly overwhelmed in the Winter managing teaching and the PhD. I’ve mostly caught up now, and you can expect to see the June and July posts in the next few days. 

Following on from the success I had in boosting my reading in 2017, I’ve tracked all of the books I’ve read so far in 2018. I think It’s been worthwhile, and I’ve boosted my goal for the year on Good Reads from 32 to 40 (but that’s mostly to accommodate the fact that I can read a volume of Saga in a morning, and I hadn’t planned to read Saga at such a rate).

I only wrote one “thoughts on” post this year. That was Legend of Zelda: Breath of the Wild, last August. I haven’t really finished another game this year that I’ve had that many thoughts about - while I loved Into The Breach, I found I didn’t have a lot to say other than, It’s really good. I suspect that in the next little while I may write a “thoughts on” piece for Paper Mario: Colour Splash - where you can enjoy my chants of “The WiiU is not a 3D system!” - and I may write a follow up to Breath of the Wild, another hundred hours on.

It's ok, you just have to trust the game not to smack you in the face with a hammer ... which you can't.


For the first time I wrote a New Years Resolution post. I think it was good for me to write down what I wanted to do better, or differently, this year. Generally, I’ve been more successful than not: I’m *slightly* better at monotasking and much better if I don’t let stress build up. I think I’ve done an okay job of holding fewer opinions, although that also varies with stress. I do think it’s helped while teaching introductory computer science, where many people hold a number of *very* strong opinions which may not matter very much. I think I’ve also been better at acting and getting stuff done just by standing up and doing it - it’s easier than I think it is.

I’m going to finish my thesis, sooner rather than later. I think in a small way I’ve been better on Twitter and happier with how I’ve been on Twitter. I’ve definitely read more and enjoyed a lot of what I’ve read - and then there’s Eats, Shoots and Leaves. I’m not sure I’ve made more stuff, but I’ve done a lot of stuff around the house that feels similar. I’ve seen more things, but I’d like to see more and keep pushing past the boundaries of inertia. 

More or less, I’m happy with the Blog as Blog in its seventh season. It has mostly been bits of media I’ve consumed. I didn’t really mean for it to work out that way, but at the moment I’m feeling fairly happy with that. My favourite YouTube videos have fallen off, but I think given the state of that platform generally, I'm okay with that. I may bring them back in a different form in the future.

I’m going to do an Eighth Season of the Blog - surprise! I suspect it will look very similar to the seventh. Tracking media keeps me interested, and if I find I have something I want to write about in relation to that, then I’ll have a good space to do that. I am hoping that as I finally finish the PhD, I’ll be able to add in a few more projects - I have several in mind, which should be fun.

Thanks to all of you who read, I hope the fun I have here is at least a little fun for you as well.


*Yes, yes I did make a stupid reference to Octopath Traveller in the title, what of it?

Reading

I’m not sure that anyone, myself included, really needs this post. On the other hand, I read a thing about re-reading and I want to write ab...