Wednesday, 20 June 2018

Thoughts on E3 (Part 3): Ones to Watch


On to my third day of E3 round-up, and today I want to look at a few games that I’d not heard of before last week, but which have definitely caught my interest for various reasons.

Cyberpunk 2077
I love the cyberpunk aesthetic (along with steampunk and most other -punk genres, now that I come to mention it…) and I love RPGs, so this one was always going to have my interest. The past few RPGs to catch my eye have all had set male player characters, so I was happy to learn that Cyberpunk will have a more traditional character creator with gender options featured. Given the setting, I’d love to see the possibility of trans and non-binary character options in there too - since, as I saw pointed out recently, the cyberpunk theme of sculpting your own body to better fit your needs and wants ought to fit really well into narratives around gender identity. The fact that, after lovingly customising your character’s appearance, you’ll apparently be in first-person for the gameplay is a bit of a surprise - but there’s so much to hook me in to this that I can guarantee I’ll be following it very closely from here on.

Sea of Solitude
This one has so many things I love: an apocalyptic setting; mental health themes made manifest; a Journey-esque visual style; the sea. It’s on the EA Originals label, which didn’t do A Way Out any harm and seems thus far to be a decent way of getting indie games more exposure without hiking the price up. I haven’t seen much, but so far I like what I see.

The Quiet Man
I have such mixed feelings on this one! The optics in the trailer were pretty awful, both in the literal sense - the transition from live-action to CGI was far from seamless; and the figurative sense - the attractive white protagonist beating up a group of Hispanic men after an incredibly mild provocation is so shockingly out of touch with the current state of the world that I genuinely wonder if he’s going to turn out to be the villain. Hopefully it will make sense  in context - or better yet, he’ll just have a different and more satisfying set of baddies to fight in the finished game.

But here’s the thing - ever since I saw B.J. Blazkowicz destroy a few dozen Nazis in an incredible FPS wheelchair rampage in the latest Wolfenstein game, I have been hunting for more representation of disabilities among action game protagonists. The Quiet Man seems to be a deaf vigilante, something in the Daredevil line, and speculation that the game will take place mostly without sound fascinated me. Plus, the developers are promoting the fact that it can be completed in one sitting - which some are calling a weird thing to boast about, but I think is secretly a bit of a selling point for those of us balancing our gaming hobby with time-consuming adult commitments.

Twin Mirror
I’m on a bit of a kick at the moment for games that draw inspiration from Twin Peaks - an easy hobby to indulge, because that show was incredibly influential on game designers. The very title of Twin Mirror suggests a connection, as does the fact that it is being developed by Dontnod, who also make Life is Strange, which seems to consider a scene that doesn’t feature at least one Twin Peaks Easter Egg something of a failure.

Watching the trailer for Twin Mirror, you could be forgiven for thinking you were watching footage from Life is Strange... or Alan WakeHeavy RainDeadly Premonition… or even a photorealistic remake of Night in the Woods. It contains such an abundance of visuals and tropes that I like; my worry is it will be totally buried by them, being too close in theme and story to the aforementioned games to really distinguish itself as something worth checking out. I’m definitely going to be keeping an eye on it, all the same.

Control
I have to confess that I haven’t finished either Alan Wake or Quantum Break yet, but Remedy’s upcoming game reminds me of why I want to get back to them. That being said, I’m not without my concern about Control’s story: not because I think I won’t like it, but because I know I will. In fact, I already have. It’s uncomfortably close to free-to-play fan-made indie game SCP: Containment Breach, and while the broad concept behind SCP wasn’t 100% original, there does seem to be some very specific crossover in places with Control. I’m very torn between how cool this game looks and and how much I would hate to support a big company who ripped off a tiny indie team. Now that they’ve been asked, Remedy have acknowledged the influence of SCP, so I’m hoping that more details will emerge to allay my concerns further, because this game looks like it might be incredible.

Tuesday, 19 June 2018

Thoughts on E3 (Part 2): Release Dates & New Trailers


In today's E3 thoughts, I want to focus on some new trailers for games that I've been following for a while. One of them even got a release date! (Something that was generally in short supply at E3, as we'll see...)


New trailer & release date: The Sinking City
I have made no secret of my love for developer Frogwares, who make those wonderfully cheesy Adventures of Sherlock Holmes games that I can’t get enough of. After their work on my personal favourite, the Lovecraftian mashup Sherlock Holmes: The Awakened, I was sorry when they handed over development of Call of Cthulhu to studio Cyanide. Their upcoming game The Sinking City, however, seems poised to make up for my disappointment: another take on the detective genre within the Lovecraft milieu, which shares its darker and gloomier aesthetic with the latest game in the Holmes series. March 21st, 2019 is soon enough to be excited about, but far enough in the future to feel like an achievable release date. Definitely topping my 2019 wish list.


New trailer: Call of Cthulhu: The Official Video Game
It didn’t get the release date I was hoping for, but since I’d put my money in advance on Call of Cthulhu as E3’s “Most Likely To Be Delayed To 2019”, it’s possible that no news is good news, and that we could still be on track to have this one by the end of the year. The game still looks stunning, even if the new trailer doesn’t really give any more information than the one from a year ago. Since it seems that Call of Cthulhu and The Sinking City started life as the same game, it’s currently hard to see any major differences between them, but as a fan of both detective games and Lovecraftian pastiche, I don’t entirely mind getting two very similar games on the theme a few months apart.


New trailer: Death Stranding
Speaking of starting life as the same game, I’ve been having fun trying to work out exactly how much material from the cancelled Silent Hills has made its way into Death Stranding. On the surface there seems to be little common ground, but I sense some crossover between the theme of rebirth in Death Stranding and the hints of cyclical repetition and alternate selves that were teased in P.T. My current favourite fan theory - that Death Stranding’s infamous “babies in jars” are clones, designed to protect against the accelerated ageing caused by the game’s monsters by quickly replacing their “parents” - has added a lot of fuel to this fire. Parents and babies, cycles of birth and rebirth, a version of yourself who is both “you” and “not you”... am I describing Death Stranding or the monologue from the end of P.T.? Either way, I’m very interested to see more of this one.

Monday, 18 June 2018

Thoughts on E3 (Part 1): Upcoming & Released

I’ve spent the past week and a half following E3 as closely as it is possible to do from another continent. My notebook has become so full that I decided it merited its own small series of blog posts rather than a section in this month’s diary. So, without further ado… here are all the things I want to talk about from E3!

First off, two games that are thrillingly imminent, and one that was actually a surprise release during the convention.


Out now: Prey: Mooncrash DLC + New Modes
Prey was one of my favourite games of last year, but unfortunately it got somewhat buried in a strong Spring 2017 line-up that included the release of the Nintendo Switch. A worthy successor to BioShock (worthier than Infinite in this fan’s opinion), Prey is an FPS survival horror that hooked me with its incredibly detailed environmental storytelling, which included individual character models and backstories for every NPC.

Perhaps because of its muted reception, Arkane have gone all-out generous with the goodies this E3: on the day of their conference, a free update containing several new modes was released, along with a DLC campaign, and plans were announced for an asymmetrical online multiplayer mode. It’s such a busy set we barely knew where to start, but we quickly became engrossed in the Mooncrash DLC.

Mooncrash is a great example of a developer taking the building blocks from the main game and creating a very different DLC experience. While still an FPS with shades of Alien, it is very far from the world of Morgan Yu. Using data recovered from five TranStar employees, your player character Peter remotely explores a moonbase which became overrun by Typhons, using a series of procedurally generated simulations of the base’s final hours. He encounters different scenarios every time, and must keep going until all five of his avatars either escape or die; then he begins again in a new iteration.

It’s a gripping concept that forces you to think strategically and plan ahead, with the iterative run-throughs giving this DLC elements of a puzzle game in addition to the FPS features carried over from the main game. There’s a great sense of achievement to be had from working out where best to deploy your characters to use their particular skills, and keeping them alive for longer than seems possible in the brutally overrun environments. The random element adds both moments of intense frustration - for example, as one of your characters dies within an arm's length of their objective because the RNG spawned a massive enemy right on top of it - and unexpected joy when you finally have a character escape, which really does give you a victorious sense of beating impossible odds.

Though the moonbase story may be light, Peter’s attempt to escape what is effectively slavery is compellingly drip-fed to you between sections. For the £13 price tag, I highly recommend checking it out if you enjoyed the original - and with the Main Game + DLC bundle currently on sale in several places for around the same price, you couldn’t ask for a better opportunity to get into Prey if you missed it last year.


Out soon: The Awesome Adventures of Captain Spirit
Unbelievably, this third game in the Life is Strange franchise (and official prequel to Life is Strange 2) is going to be completely free when it releases on June 26th. It boasts a 2-3 hour run time and seems to be far deeper than a simple playable teaser: a self-contained experience that will deliver the emotional punch LiS fans love, and introduce characters and concepts that will become important in LiS2 but which will stand alone here as well. The word is that some decisions the player makes in Captain Spirit will also carry over to the main game. Expect more fantastically superpowered kids dealing with a heavy case of the blues caused by an overdose of grim reality, with great indie-folk music and stunning visuals inspired by the American north-west.


Release date announced: We Happy Few
Admittedly, I’ve had an appointment with this one at least twice before; We Happy Few has cancelled our dates so often I was starting to wonder if we were ever going to meet up. But August 10th is close enough that I feel (perhaps naively) like they’re finally ready to go.


Side note: the status of the PlayStation 4 version seems to be in some doubt again now that Microsoft have bought out the developers. On the one hand, it would seem a shame for a version of the finished product to be abandoned. On the other hand, I actually got an XBox One specifically to play this game back when it was announced as an exclusive, so I wouldn’t be too sorry to finally see that plan come together.

Friday, 1 June 2018

My Gaming Diary: May 2018


Game of the Month: Monster Prom
May has been a busy month - I have been either at work, travelling, or hosting guests literally every single day of the thirty-one, which might be some kind of personal record - but that hasn’t stopped me from falling head-over-heels for a new video game fandom.

Monster Prom released on Steam on April 27th and can be variously described as a visual novel, dating simulator, competitive party game, or a spoof of those genres. For one to four players, it follows the fortunes of a group of students at Spooky High School, who have three weeks to convince one of their most popular and attractive classmates to be their prom dates.

If, like me, you’ve always been intrigued by the aesthetic of the toy line Monster High, but were way too old when it launched to enjoy the sanitised and child-oriented cartoon series it spawned, Monster Prom is something you’ll enjoy. This game is most definitely not for kids: the dialogue contains frequent sex and drug references and descriptions of casual violence (they’re monsters, after all); and the artwork gets a little risqué sometimes, especially when you unlock one of the many secret endings. The game goes to pains in the opening scenes to inform you that, despite being in high school, all these characters are over eighteen, which is probably for the best.

To win the affections of your potential dates, players must do several things. You have six stats which boost your ability to do well in social situations, and you can increase them in several ways. You can go to various locations around the school to receive an automatic +2 boost to the stat associated with that area (+2 to smarts for visiting the classroom, for example); while there you’ll run into the character you currently have the highest relationship with, and a scenario will play out that will allow you to either further ingratiate yourself with them, or crash and burn, depending on how you react. Rather than a ‘right’ or ‘wrong’ path to take, your success will be determined by a stat check; doing well or badly at that check will further impact on your stats. Players can also buy items to increase their stats from the ‘shopkeeper’, a fellow student who has a weird and wonderful collection of objects she’s keen to be rid of in exchange for decreasing your Money stat.

There are also two additional types of event. First there’s Lunch, when you can choose to either sit at a table with two dateable characters and enjoy a relationship boost with one without performing a stat check; or to sit with an NPC and gain a further stat boost. Secondly there are Weekends, when one player will be approached by another’s love interest, and have the opportunity to either be a great wingman (earning the other player a relationship increase and yourself a stat boost) or talk them down (a great way to get ahead if you’re both interested in the same character, at the cost of no stat boost and, potentially, a real-world friendship).

The end game is, of course, Prom Night. You ask your chosen date to the prom and either get the brush-off, or unlock one of the endings for each character. There’s usually three variants: one in which you have a nice date but nothing more; one that ends rather sweetly with hints of an ongoing romance between your character and their love interest after high school; and one that leans heavily into the “monster” part and usually involves something unspeakably violent and bloody. They’re all a joy to behond; to be honest, even the rejections are great fun, as they spin out into a few different descriptions of scenarios in which your life was absolutely ruined in a grimly hilarious fashion by failing to get a date to the prom. Better still, the more you play the more options you unlock (it turns out there is life beyond the six initial love interests, after all), encouraging replayability, as you’ll need to do fresh run throughs if you want to take advantage of the new gameplay.

The characterisation and story in this game are a solid 10/10 for me. The sheer variety in the storylines is amazing: at the end of every playthrough you’re given your global stats, which inform you that there are 22 secret endings (in addition to several non-secret endings, which aren’t counted), 388 events, and over 1,300 outcomes from interactions. I have played six or seven games now, and watched a couple of Let’s Plays on YouTube, and I’m only just beginning to come across dialogue I’ve seen before. The characters are beautifully designed from a visual perspective (without once compromising their freaky monster looks), and are all, in their own ways, extremely lovable. Even if you don’t end up wanting to date them (I personally could not be left more cold by the hunky-yet-dumb werewolf jock, for example), you’ll definitely like them as a friend. Designs on the player characters are spot-on too; while there’s much less backstory in order to let you bring your own interpretation to the characters, there are enough cues in their appearances (and minimal bits of dialogue) to let you tell a story with them rather than just playing as yourself every time.

The gameplay is perhaps a little shakier than the storytelling, especially in the competitive elements. I’d give it a 7/10 on my arbitrary ten-point scale, based on the fact that the competition sometimes jars with the story of the game at the very end: for example, it seems as though you can do everything right and still get rejected by your date if another player has done slightly better than you with theirs, which somewhat breaks the immersion, because why should Miranda want to reject me just because my friend managed to get a date with Polly (etc.)? However, I did recently play a game in which another player was able to get a date despite me unlocking a secret ending, so perhaps I’ve misunderstood exactly how the victory metrics are calculated. I would, though, still argue that this is a slight disadvantage to the gameplay: over half-a-dozen games in, I’m still not sure what exactly I need to do to win, which makes it fun to re-play on my own and try to hoover up secrete endings and hidden achievements, but less appealing to re-play in multiplayer, which is meant to be the main point of the game.

Only a month after its release, Monster Prom has a dedicated fanbase who are producing fanart and fanfiction at prolific rates, and generally communicating with the creators and each other in a shining example of what a good idea Twitter can be if we’re all nice to each other. It’s easy to see why: dating sims have often lacked appeal to LGBT+ people, genre fiction fans, and people who like an alternative aesthetic. Monster Prom neatly turns all of this around in a way that is pretty well encapsulated by a single sentence on their Steam page: “Monsters don’t like boys or girls, they like monsters.” Every character is openly pansexual, and only a couple of the characters could even vaguely pass for human, so this game is transcendentally inclusive and representative. It also avoids the uncomfortable dating sim cliché of viewing your (usually female) love interests as prizes to be won. Of course, your goal is to woo them; but whether male, female, or other, they have personality and power of their own, and they want to date someone who shares their values and interests, not someone who merely idolises or condescends to them. As a hopeless romantic trapped in the mind of a hardened cynic, I can confirm I find it super lovely.

I’m hooked. So help me, I’m even shipping, even though I thought I got that all out of my system a decade ago. (And in case you were wondering, I’m all about Damien/Amira, a.k.a. Pyromania; seriously, she’s a fire djinn and he’s an arsonist demon, how were these two not made to be together?!) Speaking of fangirlish behaviours that I thought were long behind me, I wrote my first for-public-consumption fanfic in over 10 years to support Team Damien in a recent poll by the creators (winner gets a new secret ending; Damien won; I’m a happy gamer). The creators engage with the players every day and actively encourage them to share their ideas, opinions, and embarrassing tales of rejection. The community has made fan-art and cosplays, and is just a joy to follow.

So my advice this month to everyone has been: play Monster Prom. It costs less than £10 and is almost guaranteed to put a smile on your face; and you don’t have to stop playing when your friends come round, because they can play too! Just be prepared for the inevitable clash of wills when all four of you want to date Polly.

Mobile games
This month I briefly got swept up in the enthusiasm for Harry Potter: Hogwarts Mystery, a licensed mobile game released on April 25th. And I mean very briefly. First of all, installing it caused my phone to complain that it was at 97% storage capacity (up from 77%; this was a huge app). Secondly, having to pause to do phone stuff during the character creation process seemed to glitch it, as I was denied the opportunity to choose my witch’s hairstyle before the tutorial started. (She ended up with some deeply unappealing white-girl cornrows, to my horror.) The two in combination were annoying enough for me to uninstall it again.

I then realised my tablet might be able to handle it better. This idea led me to wonder why Hogwarts Mystery is a mobile game at all, since an RPG under the Harry Potter licence would seem a grand enough idea to merit a more major release. It feels like an oddly huge concept to relegate to mobile-only, and as I discovered, it is perhaps an unreasonably big game for the limited hardware capacity most people will have for running it.

So I uninstalled it and went back to playing Lara Croft: Relic Run, a mobile game which I have yet to see surpassed in the genre. It features a svelte 140MB storage requirement; is easy to play in short bursts; has no pay-to-win; and requires no WiFi connection: proof that good on-the-go gaming can go beyond Solitaire or Snake.

How to get absolutely terrified for free!
SCP: Containment Breach is a horror game made as part of the collaborative creative writing project SCP Foundation. It was released in 2012 and the creators are currently working on a Unity engine remake (a Let’s Play of which initially introduced me to SCP early this month). The remake is unfinished, but the original game is available for download and is entirely free. That means the only things you’ll need in order to play it right now are a computer that can handle a six-year-old indie game (which you probably have), and the courage to actually play (I can’t speak for you, but in my case this was a tough system requirement).

This is the scariest game I’ve played in a while; so scary, in fact, that I was keen to hand the controls over to someone else so I could hide behind my fingers and mutter “no-no-no-no-no” whenever a sinister sound effect kicked in. There are a vast number of weird creatures scattered around SCP, but for me the scariest by far was The Old Man: until I met him, I didn’t know how much I really didn’t need a video game of It Follows. The creeping dread of knowing that he’s only ever a few minutes behind you, and that he can melt through walls and floors to get at you, is one of the most satisfyingly dread-inducing horror concepts I’ve encountered recently.

Play if you dare; if you don’t dare, watch some poor YouTuber suffer for you!

The Sims 3 vs The Sims 4, a.k.a. “You sometimes have to leave nostalgia in the past.”
This month, I decided to load up The Sims 3 for the first time in nearly two years. After 55 minutes of agonisingly slow load times, multiple crashes, having my newly reset and therefore definitely correct password refused, and admonishment from the game for daring to want to play using all that paid-for add-on content I own - I was finally in and ready to go!

I was also remembering why I don’t play The Sims 3 any more. I do still love it, and it’s definitely tied in to some powerful nostalgia from my student days. Its main draw for me this month was its powerful character creator (including many supernatural types… why yes, I was trying to make Sims of the Monster Prom characters). But sadly I just don’t have the time to try to make it work right now.

I loaded up The Sims 4 instead. I’ve not bought any of the add-ons yet, meaning that my design options are very limited, but the load times are blissfully consistent at under five minutes. My monstrous creations may be vanilla humans under the hood, but they look pretty good, if I do say so myself; and they were created and moved-in in the same time it took The Sims 3 to admit me to its main menu.

It may be an unpopular fandom opinion on my part, but for all The Sims 4 lacks the incredible detail of its predecessor, it more than makes up for it in accessibility.

Intro to David Cage (Quantic Dream 101)
May 25th saw the release of Detroit: Become Human, the first David Cage/Quantic Dream game in five years. I had no first-hand experience of David Cage’s games until I played Detroit’s “The Hostage” demo this month, but it got me instantly hooked. Unfortunately, the circa £50 price tag means I won’t be playing the full game straight away, but I’m taking the opportunity to finally pick up a couple of his games that have been on my wish list for a few years: Heavy Rain and Beyond: Two Souls.

Heavy Rain was well-received upon its release in 2010, but now it’s better remembered for the many memes it generated than for its genuinely immersive interactive storytelling. Then, in 2013, Beyond: Two Souls did nowhere near as well critically as it should have done, given its pedigree as a Heavy Rain follow-up starring actual famous actors Ellen Page and Willem Dafoe. It’s probably fair to say that David Cage’s reputation isn’t quite as glowing now as it was six or seven years ago, but after playing the demo I really believe Detroit: Become Human is going to be the game that changes that.

I’ve started my pre-Detroit revision session with Heavy Rain. I’m about one-fifth of the way through now and I’m enjoying it a lot: all four player characters have been introduced now, and I’m finally starting to get the hang of the controls. I hope to have a lot more to say by the end of next month.