Tuesday, 31 December 2019

Game of the Decade (it has to be done)

With just hours left in the 2010s, it's time to arbitrarily assign a group status to any games that happened to be released in the period of time between January 1st 2010 and December 31st 2019. What has gaming in the last decade meant to me? Even if I just narrow it down to my personal favourite games and genres, there's so much to think about. The past ten years have seen the launch of multi-entry franchises that have become essential favourites, like Dishonored, Telltale's The Walking Dead, and Life is Strange; new releases in the Portal and BioShock franchises that were originally responsible for broadening my gaming horizons; and individual games that have had a huge impact on me, including Until Dawn, LA Noire, SOMAJourneyHellblade: Senua's Sacrifice, and A Way Out, among many, many others. I've also played more indie games than I could possibly name without this becoming a tedious list - many excellent, a few terrible, but almost all memorable. And it would be remiss of me not to mention The Sims 4 - a game I've put over 200 hours into over the past six months alone (on top of playing other games; working at my two jobs; and actually having other hobbies, responsibilities, and a bit of a social life - no mean feat!) - because it was my knowledge of The Sims franchise that got me my first professional gig in games journalism earlier in 2019. After nearly twenty years it's still my go-to comfort game, and I now actually get paid to play it, so the way I see it I owe it a nod of gratitude.

But once I stopped to think about it, the game that I identified as my singular Game of the Decade was none of these. In fact, it's a game I've not actually played - for the very good reason that, by the time I owned the only platform it was ever released on, it was no longer available. And if you've made it this far into a video game ramble, the odds are that you know I'm talking about P.T.

P.T. (short for "playable teaser") was a short demo for a now-cancelled game, released on August 12th 2014 as a PlayStation 4 exclusive. In what was an unusual and original move at the time, P.T. was released as a free faux-indie game which didn't reveal its connection to the famous Silent Hill franchise or its all-star creative team (including Hideo Kojima, Norman Reedus, Gillermo del Toro, and Junji Ito) until after the player beat the game and found its secret ending. The secret ending revealed that the full game would be entitled Silent Hills, and would be the ninth main-series instalment in the Silent Hill franchise, which had lain dormant for over two years at that point.

The hype was incredible, but short-lived: Silent Hills was officially cancelled on April 27th 2015, and two days later, P.T. was removed from the PlayStation Store, just eight months after it was released. Originally available for re-download by users who had already installed it, the game became unavailable even to those individuals in May 2015 (unintentionally resulting in PS4 units with the game still installed selling on eBay for double the price of a new console). In the past couple of years, it's been rumoured that even those who preserved their installation of the game are now unable to play it.

But what was it about P.T. that captured our collective imagination? To the point where - over five years post-release, and with the game itself unavailable for the vast majority of that time - it's still considered sacrilege if it doesn't top every list of "scariest games of the decade"? The answer is contained within that last question: it was scary! Hideo Kojima wanted Silent Hills to be a game that made you shit your pants, but for most people, P.T. already did the job. For years beforehand, fans of the horror genre had complained that horror games were increasingly action-oriented zombie-shooters and no longer really scary... and Kojima was there to remind them to be careful what they wished for.

I'm not going to recap P.T. in its entirety here, but here are the key attractions as I see them:

  • P.T. casts you in the role of an unknown first-person protagonist, forcing you to identify yourself with the character; and then, crucially, renders you completely defenceless, your actions limited to "walk" and "look".
  • Because of its incredibly simple game mechanics, P.T. has an extremely low technical thresh-hold for enjoyment. In theory, if you're able to manipulate a PS4 controller, you can play P.T. to its conclusion, and even get the secret ending. It's been said that the human mind is the greatest game engine ever created, and P.T. proved that it's true: if you can't continue, it's entirely your own fears that are preventing you.
  • P.T. features photo-realistic graphics, creating an environment that really feels like an ordinary suburban American home that just happens to be slowly turning into hell. But it combines this ultra-realism with fourth-wall-breaking meta-scares: the game fakes you out with "glitches", "crashes", subtitles that suddenly switch languages, and mission-critical items hidden in options menus. Add to this the fact that the solution to P.T.'s central puzzle is practically an ARG, and the lines between the game and reality become increasingly blurred.
  • Crucially, P.T. introduced the concept of the recursive loop to horror gaming: the same environment re-used dozens of times with unsettling and sometimes downright horrifying variations. On a practical level, this keeps production costs down, which probably explains why it was embraced so enthusiastically by indie developers soon after. On a psychological level, it turns out that the thought of being trapped (even in a familiar environment), with all exits replaced with entrances that lead you back to the same nightmare and no control or hope of escape, will fuck most people right up.
If all of this sounds pretty familiar now, it's worth remembering that most horror games made post-P.T. have drawn inspiration from at least one of these tropes. Almost as soon as the news broke that Silent Hills had been cancelled, indie remakes of and homages to P.T. were going into development: starting with the (itself unfinished) Allison Road, you can now number Infliction, Visage, Madison, Suite 776, and countless others among the imitators that see a first-person protagonist investigate a seemingly ordinary home under increasingly bizarre circumstances. Resident Evil 7's first demo was self-consciously taking its cues from P.T., and even though the final game diverged significantly, the original Silent Hill-esque demo was still incorporated into the rival franchise's successful reboot. The Layers of Fear franchise, which took a lot of inspiration from P.T. while also differing enough to eventually stand on its own, is now joining its antecedent on most lists of the best horror games of the decade. Even though Silent Hills was cancelled, many aspects of the P.T. legacy live on in Kojima's first independent production, Death Stranding (I've fallen down a YouTube rabbit hole that suggests P.T. may in fact have been intended as a demo for Death Stranding all along: GamesRadar have a fascinating video that sets out the theory quite convincingly). P.T. itself was still bringing new scares with a surprising regularity towards the end of 2019, thanks to Lance McDonald's videos uncovering cut content and behind-the-scenes scares from within the game's code - most of which is still creepier than almost any horror film I've seen in the past five years.

In short, it's not an overstatement to say that P.T. tapped into what horror fans really wanted, and in doing so single-handedly changed the face of horror gaming almost overnight. Not bad for a two-hour demo for a game that never got made, and that most people never got the chance to play for themselves. You only have to compare the horror games released in 2010 with those from 2019 to see how quickly and completely the landscape changed, with P.T. as the turning point midway through the decade. It was surely one of the most influential games of the 2010s (especially considering its length and its brief lifespan), and the fact that it still stands up as a great game in itself too is why it's my game of the decade.

Wednesday, 25 December 2019

Quiz: TV Christmas Specials & Their Music - What kind of nightmare flashback are you living in?

The end of the year is approaching yet again, and that can mean only one thing: British TV specials are going to ruthlessly abuse Christmas music in order to set the tone for their inevitable flashbacks to Christmas Past. Specifically, those who remember Christmas 1973 (I don't, but my parents do) will presumably need an extra shot of sherry to help them deal with the vivid memories it all brings back. You see, as far as British TV producers are concerned, there are only two songs you need to use to set the mood for your very special seasonal episode; and which one you start hearing ought to tell you a lot about exactly what sort of fictional reality you've woken up in. Think carefully - are you listening to:


"Merry Xmas Everybody" by Slade
You and a selection of relatives, some of them improbably elderly, are sitting slumped on a brown sofa in front of a tiny TV. Paper garlands hang disconsolately from the walls, which are of course papered in faded orange and dull green stripes. You can't feel the heat, but you know that this room is being kept at a barely livable temperature by either a gas fire or a space heater, or quite possibly both. Everyone is wearing those cheap tissue-paper hats from crackers and a thoroughly underwhelmed expression. They are stuffed full of turkey and so bored they're nearly asleep. Granny might actually be dead.

Congratulations! You're in an ironically nostalgic flashback! The show you're appearing on is most likely a sitcom or light-hearted biopic, and you're probably here for one of two reasons. Maybe you're a Millennial or part of Generation Z, and your middle-aged parents are attempting to convince you that this was the 1970s family Christmas they've modelled all their ideas of festive perfection on since (which you highly doubt). Or maybe you are the Baby Boomer / Gen X-er in question, looking back on the stuffy Christmases of your childhood and teenage years with a barely suppressed shudder - and then you'll turn around and try to convince your kids it was magical anyway, just to save face. Either way, it'll all be over in thirty seconds or so, when the screen goes wavy and your 2019 family start asking why you've got that glazed look on your face. Merry Christmas!


"I Wish It Could Be Christmas Everyday" by Wizzard
Unlike Slade, which is usually playing at low volume but high fidelity from some unspecified off-screen source, "I Wish It Could Be Christmas Everyday" is typically emanating from a tinny radio on a nearby table, or potentially from speakers that the warden has had installed very high up on the wall, out of your reach. You make awkward eye contact with whoever you're shut in with, and start a depressing conversation about your past lives before you came to be in this place. The song is here to mock you: it is not very Christmassy where you are, and you most certainly don't wish that it could be like this every day - but, sad irony, that's exactly what it is.

Commiserations - you're in some sort of gritty drama. If it's a crime drama, thriller, or a historical period piece (note: the 1970s are a historical period now), your on-screen flashback will be replaced with you and your scene-mate mumbling Christmas-themed monologues at each other for the next quarter of an hour, until the unexpected arrival of the next plot point moves the story along another agonising inch. If you have the misfortune to be in a science fiction or otherwise speculative piece, be warned - the flashback is a lie! You are, in all likelihood, trapped in a prison of your own mind, eternally tormented by the crimes that sent you there and doomed to live out the message of this song in all its horrifying literal implications. Try to get eyes on the technology in the room to establish whether you're in an episode of Black Mirror or just a particularly grim re-imagining of Porridge.

Friday, 21 June 2019

E3 2019: My Top 5


5. There’s a new Bloober Team horror game on the way (and it’s a Blair Witch tie-in)
Even though I enjoy the movies, the announcement of a Blair Witch video game wasn’t especially interesting to me in itself - other than the fact that developing a highly-touted tie-in game for a twenty-year-old indie horror film seemed like a weird (but quite cool) choice. That changed when I learned that it’s being developed by Bloober Team, the studio behind Observer and the Layers of Fear series. Bloober Team have spent the last few years developing a reputation for producing incredibly effective horror games with a low difficulty threshold: taking their cues from P.T., there’s really very little you need to do other than walk and look; and even getting caught and dying only sets you on a different path, rather than requiring you to succeed in order to advance. Despite this, the atmosphere of their games is often so creepy as to make pushing onward a genuine psychological struggle. So I’m excited to see what they do with Blair Witch: if it’s another game in the same mould, I’m all in; and the hints of a recursive story loop at the end of the trailer give me some hope that Bloober Team will be bringing their signature style to the game. If, as some commenters have suggested based on the found-footage style of the trailer, it’s going to bear more of a resemblance to Outlast - a horror game series that involves a little too much forced stealth and torture porn for my taste - I’ll probably give it a miss. So for now I’ll be keeping an eye on this one; and I won’t have long to wait, because Blair Witch will be released an impressively brief 94 days after Bloober Team’s last game, Layers of Fear 2. Either way, come August 30th I’ll surely be enjoying a Scary Game Squad series of it, even if I pass on it myself.

4. There might be some spiritual successors to A Way Out on the horizon
Ever since I played A Way Out last spring I’ve been dying for more games like it: story driven couch co-ops where your choice of character and your in-game decisions meaningfully affect how the game plays for you and how the plot develops. A Way Out won the BAFTA for best multiplayer game earlier this year, so I’m hopeful that this will encourage other developers to follow Hazelight’s example. Two games from this year’s E3 have pinged my radar for this reason.
First is Wolfenstein: Youngblood, which I already knew about, but the confirmation that the game will have multiplayer (though no word yet as to whether this includes local co-op or will be online-only) was a highlight for me. I’m also enjoying the refreshing fact that the creators gave main series protagonist Billy Blazkowicz two children for you to play, but they’re both daughters, which is a huge subversion of my expectations from The New Colossus (I felt sure the twins would be a boy and a girl to give players of the spin-off a gender option). Considering my ongoing disappointment at the lack of couch co-op in the last big female-driven team-up AAA spin-off game, Uncharted: The Lost Legacy, I’m hoping that Youngblood finally scratches that itch.
Second is Deathloop: this game was announced at E3, and has a lot going for it. It’s being developed by Arkane, the studio behind the Dishonored series and 2017’s Prey reboot, so they’ve got real pedigree when it comes to making excellent character-driven action games. The two choices of playable character are mercenaries: a man and a woman this time; and both are of Afro-Caribbean descent, which is still rare enough in video games to be noteworthy, but again Arkane has a history of creating a diverse and inclusive character roster. Admittedly, it’s not yet been announced whether this will actually even be a co-op game: other guesses include an A-story/B-story scenario like those in the Resident Evil franchise; or that differences between the characters will impact on your abilities but not your story-line, like in Arkane’s own Dishonored 2. The two characters seem to be in opposition to each other with the goals they’re pursuing, so my money’s on the former if it turns out not to be a two-player experience. While I’d still like to see couch co-op materialise - and based on the respawning ‘deathloop’ of the title, which sets you back but seemingly keeps you in the arena with your opponent, I remain hopeful - this game looks good enough that I’ll surely be checking it out either way.

3. Forza Horizon 4 got a completely unexpected LEGO DLC
I don’t play many racing games, and when I do they tend to be either quite cartoony (e.g. Mario Kart) or just ludicrously violent (e.g. Guts and Glory). Forza Horizon 4 is a bit of an exception in that it’s a realistic racing game that I enjoy, mainly for its representation of the British countryside. The game was made by a studio in the county where I live: a friend’s husband was on the design team, and she actually appears as an NPC in the game, alongside a number of landmarks and locations from our area; so for once I was swept up in the awesomeness of a game because it resembled reality, and in a way quite personal to me. Sure, you can catch a glimpse of the Hogwarts Express at one point, but other than these little Easter Eggs the game seems to be taking itself reasonably seriously. Or so I thought, until they announced the LEGO Speed Champions DLC.
              As I say, I’ve only ever played a handful of racing games; but I’ve played a lot of LEGO games. In fact, they’re some of my favourites. So while news of a LEGO DLC wasn’t universally well-received by players of Forza Horizon 4, for me it was actually quite an affirming moment. This game was secretly a bit silly all along! It’s about having fun! You can leave the stern-faced serious business of simulated professional racing to the Forza Motorsport series; here at the Horizon spin-offs, we’re going to play with our LEGOs!
(Epilogue: Despite that early grumbling, now that the DLC is out it’s getting strongly favourable reviews as far as I can see. As some commentators pointed out, video games are just expensive toy boxes for grown-ups when all’s said and done, so why not embrace that?)

2. The Sims 4 is getting mermaids and beach holidays, witches and wizards, and LGBT+ Pride
Usually The Sims section of the EA conference isn’t a big deal at E3, so either this year’s crop of The Sims announcements were unusually interesting, or the rest of E3 was unusually uninteresting. Or perhaps both - I venture no opinion. What is particularly interesting is that the creators of The Sims went all out on announcements this year. The current generation of the franchise, The Sims 4, receives new content in four different ways: expansion packs (large paid add-ons that have been with the series since the original game); stuff packs (small paid add-ons that started with The Sims 2); game packs (medium-sizes paid add-ons that are new with The Sims 4 - and, for my money, the best ones this time around); and free updates, which frequently sweeten the time you have to wait for Origin to install this month’s bug fixes by giving you some new cosmetic items along with the patch. In the past, if The Sims has merited air time at E3 at all it’s been to announce a popular new expansion pack (in 2018 they announced Seasons, which along with Pets and University is always one of the most-requested expansions in each new generation). This year, they took a different approach and just announced one of each type of add-on, which depending on your point of view was very exciting (it’s extremely rare to know what The Sims team are working on so far in advance) or a let-down (none of them are University, which seems to be the only thing left on the gestalt fandom entity’s wish-list before The Sims 5 presumably starts the process all over again).
              To round up: the new expansion pack, out on June 21st, is Island Living, a spiritual successor to The Sims: Vacation (or On Holiday if you’re a nasty Brit like me), The Sims 2: Bon Voyage, and especially The Sims 3: Island Paradise. To be honest I never really got into Island Paradise, probably because it came quite near the end of TS3’s life cycle when my interest was waning because, no matter how cool the new concepts were, they didn’t justify the game’s 30-50 minute load times. No matter; I’ll certainly be giving the concept another go via Island Living: if nothing else, it’s bound to be cheaper than an actual trip to Polynesia, even at EA’s full expansion pack prices (and, to be real, I always get round to the expansions eventually).
The new stuff pack will be called  called Moschino (it’s a fashion line, I had to Google it), following in the footsteps of real-world clothing brand tie-ins The Sims 2: H&M Fashion Stuff and The Sims 3: Diesel Stuff. (I can’t be the only one to notice that they seem to go more up-market every time?) I’ve been more willing than ever to let the stuff packs pass me by in The Sims 4 era; the only possible draw Moschino Stuff has for me is that it adds a new career track (part-time photographer, which doesn’t sound all that thrilling, but I’m a bit of a completionist when it comes to having access to all possible in-game careers). The only TS4 stuff packs I currently own were bought heavily discounted during one of Origin’s intermittent sales, so maybe that’s how I’ll finally make that coveted Max Caulfield expy Sim my very own.
The Sims 4: Realms of Magic is due out in the autumn and is, for me, the most exciting announcement. As a newly re-converted Harry Potter fan I’m keen to add some witches and wizards to my game, especially since my existing pool of IP-violating vampire characters (added with the help of the Vampires game pack from a couple of years ago) are getting lonely being the only supernatural kids on the block.
Finally, the June 2019 update for The Sims 4 celebrates Pride month with a small but sweet (and, crucially, free) number of LGBT+ Pride-themed objects and clothing items. Highlights include t-shirts designed in collaboration with real-world NPO the It Gets Better Project; and a truly staggering variety of pride flags in build mode that cover even some of the lesser-known identities that make up the “+” in LGBT+. The only major omissions I noticed were the Intersex and Polyamory pride flags - possibly because the game mechanics don’t actually allow for the latter; but also the creators seem to have shied away from including any flags that have non-geometric pictures on them, so that may turn out to be the explanation - and there are actually a couple on there that I’ve been unable to positively identify as yet. Gender neutral toilets are the big boast of the update, though quite how this is going to work is a bit of a head-scratcher - weren’t the toilets in The Sims always gender-neutral? (One has to assume they mean doors for community lot public toilets, with gender neutral signage and appropriate access coded in.)
I’ll be honest: usually I’m less than impressed when a big evil corporation like EA comes out with something like this during Pride month, when slapping a rainbow across something is often used as a cynical marketing tool to attract LGBT+ consumers without giving any follow-through on actual good practice in business. And maybe this is the case with EA; they’re certainly not a company whose ethical track record I’m about to defend. On the other hand, I’m only just coming to appreciate how much The Sims influenced me as a young queer person. In hindsight, it was an early way to explore my developing feelings about relationships and sexuality in an environment that never seemed to be judging me for that, making everyone bisexual from the get-go and positioning degrees of sexual fluidity as standard; it must have helped me out a lot. Coupled with the fact that they’ve used this update to raise awareness for a real-world NPO and… could it be that EA have actually succeeded in warming my heart this chilly June?

1. I predict a tabletop-to-videogame war between Cyberpunk 2077 and Vampire: The Masquerade - Bloodlines 2
“Video games based on tabletop RPGs” is becoming a less niche interest all the time: with last year’s Call of Cthulhu rumoured to be receiving a series of sequels despite its moderate performance; a total of four announced World of Darkness games due out in 2019/20 and more, it seems, announced every other week; and Cyberpunk 2020 being adapted as Cyberpunk 2077 just in time as reality overtakes its original setting. Even though there’s a lot to discuss there, the two titles generating the most hype - including among gaming fans online, E3 attendees, and in my own fevered brain - are the aforementioned Cyberpunk 2077 and Vampire: The Masquerade - Bloodlines 2, the long-awaited sequel to the 2004 game that just happens to be my all-time favourite.
              To be honest, even though both games were presented at E3 we didn’t learn a huge amount of new information about either. Keanu Reeves has joined the cast of Cyberpunk 2077 as lore character Johnny Silverhand, which is super cool, as is the long-deferred announcement that the game will follow the lead of both its tabletop sire and the genre it spings from and include trans and non-binary character options. V-TM:B2, meanwhile, gave us a new trailer and twenty minutes of gameplay footage, confirming that while it will be an original story there’s a lot of very clear harking back to the first game in the new characters, locations, and story beats. It’s sort of like how TV series based on movies, like Fargo or What We Do In The Shadows for example, will spend some time early on essentially re-making and re-working the plot of the source material, even though the two stories in fact take place in-universe with one another; and for this reason, because the devs seem to be operating with Bloodlines in mind at all times, I remain hopeful that we’ll see some familiar faces cropping up later on in the game.
              Both games have their detractors, of course, but I remain pretty excited for both. There’s no use denying that after waiting fifteen years for a sequel to my favourite game ever I’m more excited for Bloodlines 2, but I’ve got a lot of time for Cyberpunk 2077 and will definitely be playing both. Unfortunately, though, if it comes down to all-out war, I can see Bloodlines completely annihilating Cyberpunk. Currently Bloodlines is scheduled for a March 2020 release date, while Cyberpunk took the opportunity of having Keanu Reeves on-stage for them at E3 to announce an April 2020 release date: so those of us who are down to play both are still probably going to end up holding off on purchasing Cyberpunk at least for a few more weeks, until we’ve bled Bloodlines for every drop it’s good for after that fifteen-year drought.
Cyberpunk also seems to have an unfortunate tendency of pissing off vocal groups of fans whenever it opens its mouth: whether it’s the questionable representation of trans people, or the fact that some cyberpunk purists feel that all we’ve seen so far is some gritty crime drama in a dystopian setting, Cyberpunk seems to constantly go either too far or not far enough for a lot of people. Speaking of trans representation, there’s also the fact that Bloodlines casually announced trans and non-binary character options some time before Cyberpunk got around to it, depite there being more active calls from cyberpunk fans than vampire fans to introduce this feature, making what could have been a good opportunity to win back some of the game’s sceptics in the LGBT+ community feel instead like a follow-the-leader afterthought.
And, of course, there’s simply the fact that a lot of people - myself included - have been waiting for a decade and a half for Bloodlines 2. Many of us have replayed Bloodlines practically yearly since 2004 while we waited for the return of the World of Darkness in video game form; while by comparison a video game version of Cyberpunk 2020 falls more into the “nice to have” category. Of course, Bloodlines 2 is not without blemish - the early footage shows characters whose dialogue seems quite bland when compared to the distinctive and compelling NPCs from the original; and it turns out they weren’t joking when they said they were going to start by showing us a sewer level (calling back to easily the most unpopular part of Bloodlines, which is quite a bold move).
Personally, I think it’s important to remember that (1) both games are still the best part of a year from release, and it’s likely that a lot’s still going to change in that time; and (2) Bloodlines had a certain janky charm to it and, if that charm isn’t present at least a little bit in both Bloodlines 2 and Cyberpunk 2077, I’m pretty sure we’re all actually going to be a bit disappointed that it’s gone. So, despite the lack of earth-shattering new information about either game from E3, they’re still my two most anticipated games for 2020, and I hope that instead of one overshadowing the other they both succeed wildly and that video game studios everywhere start adapting tabletop RPGs like there’s no tomorrow (if they weren’t already).

Gaming Diary: 7th - 21st June 2019


Saturday 8th June
              LEGO Marvel Super Heroes 2 - The end is in sight now, with only three levels to go and the last of the random “complete them in any order” fetch-quests finished. (I didn’t actually dislike them, except for the fact that they kept making the trophies ping out of sequence, which was making me paranoid that they weren’t loading properly, as happened to me repeatedly with the last LEGO Marvel game, Avengers.) Anyway, now we’re just about ready to get the whole gang together at Avengers Mansion and start the end-game - and, after the satisfying-but-heartbreaking conclusion to the actual Avengers: Endgame, I’m looking forward to something a bit more bright and cheery from this alternate take on the characters.
Heaven’s Vault - We’ve reached the garden from the demo! This is going to be so pretty. We’re saving it for next time because we have the feeling that we’re going to spend ages there…


Sunday 9th June
A rare and treasured lazy Sunday spent in good health, mostly trying to convince a clumsy small boy and a disobedient giant cat-bird to do what I wanted. Yes, nearly two years on, I’m still making my way through The Last Guardian, but today things really turned a corner: I hit the last quarter of the game - which is the part where the plot kicks in - and suddenly I am 100% more invested than I have been up until this point. It helps that I’m finally starting to get a grip on the weirdly unintuitive controls that feel like they ought to be way more intuitive (and which sometimes manage to feel like a bad port despite the game being a PS4 exclusive). Part of my lack of investment is clearly my own fault - it’s taken me 21 months to reach the 9 hour mark of the game, so clearly I’ve been neglecting this one, sometimes going months without playing it. Part of it is that, for reasons unknown, the Guard enemies freak the absolute shit out of me: I originally thought this was because I hadn’t played many combat-oriented games for a while when I began playing this one, and wasn’t expecting there to be an evasion-based fighting element in this seemingly gentle puzzle platformer; but nearly two years and a lot of action RPGs later, I’m genuinely and unpleasantly panicked when those guys come after me. For some reason I’ve found using a walkthrough helps: it’s sad in a way, because I miss out on a few surprises this way, but since it stops me from having a panic attack trying to find my way out as those clanky stone bastards chase me around a tiny arena with a literal death door in it, I’m willing to sacrifice my childlike wonder on this occasion.
So I’m onto the last quarter or so of the game now, and have just been graced with the lore dump cutscene. The first 75% of this narrative happened (figuratively speaking) in the dark, and then seemingly out of nowhere, you suddenly get the whole story all at once. If I could change one thing about the story in this game, it would be to have split that cutscene so that the first half took place at the beginning of the game. [Beware SPOILERS from here to the end of the paragraph.] It’s obvious from the start that the Boy was kidnapped in some way, and there’s no benefit to the mystery in keeping back that revelation for so long; but doing it my way around would have added a lot more weight to the unveiling of Trico’s role in said kidnapping, since from the start s/he has seemed solely like your fellow victim and trustworthy protector in what you’re enduring. Learning that Trico is in fact your attacker-turned-ally, who may or may not be returning to their old ways as their strength returns, would work way better as a twist if you had any time to absorb the details of the kidnapping in the first place. With literally no time dedicated to building up the only actual mysterious element in the Boy’s central “mystery”, it loses some of its power to inspire some doubts in your previously trusting relationship with Trico just before the grand finale.
              You can’t spend all day hanging out with giant cat-bird-griffin-dragons; sometimes you have to solve some more earthbound mysteries, at least if you ever want to platinum all the Adventures of Sherlock Holmes games. Sherlock Holmes: Crimes & Punishments is probably my least favourite of the eight titles currently in the series; but, replaying it, I’m realising that my worst day playing a Frogwares game is still way more fun than my best day playing something else. Crimes & Punishments may be the game where Frogwares started to take things a little too seriously, but there’s still plenty of silly fun to be had, and I wouldn’t want to miss the opportunity to platinum a game from my favourite series.
              Heaven’s Vault - We’ve finally reached the section from the demo we played at EGX last year, an eerily beautiful garden with a palatial greenhouse inside that seems to be a graveyard for Ancient Emperors. Revisiting the scene with context was really interesting - to be honest, I’m quite surprised that the demo showed details from so late in the game, past the halfway mark by my reckoning. I was loving this game already, but this was the part that convinced me I’d like to live in the game world: a next-level aspect of fandom that’s bound to generate some combination of bad fanfic and attempting to recreate the whole thing in The Sims sooner or later…  


Tuesday 11th June
A few impressions from today’s session of LEGO Marvel Super Heroes 2:
  1. The companion AI is so mercifully more helpful than from previous installments. If I need to be in two places at once, my inactive characters will recognise this and stay where I put them without me having to resort to fooling the game by switching on a second controller. I’ve been playing LEGO adaptation games for nearly a decade now, and this is so refreshing.
  2. The three-part character missions from the first game have been combined with the Deadpool bonus levels, so that you actually unlock the character and then get a short optional Gwenpool level to finish off their sub-plot. I like this innovation.
  3. OH MY GOD there are Howling Commandos of SHIELD characters in this game! I unlocked Hit Monkey as a playable character! I know the Marvel and DC LEGO games get laughed at for including extremely niche characters from the comics that movie/TV fans have never heard of, but it turns out I’m very OK with this when it’s my niche preferences that are being catered to! Isn’t that great?!

Wednesday 12th June
              The Sims 4 - Since I’ve barely scratched the surface with the add-ons I’ve bought, I took a closer look at the three main professions introduced in Get to Work. I’ve usually been less enthusiastic than some other players about the opportunity to control my Sims during their work day, but for the first time in the franchise I think I’m starting to get the appeal. Maybe it’s because the dev team have finally found a manageable balance between varied workday activities and giving enough time to complete them in (without exhausting your Sim into the process); or perhaps it’s just because they had the foresight to hold back three of the series’ staple careers - Law Enforcement, Medicine, and Science - and make them the basis of the active careers this time around, as well as making this the first expansion of the generation rather than a later addition.
              Also, possibly due to interest in the game being drummed up by EA’s E3 conference that featured The Sims quite heavily, there’s an Origin sale on! 40% off everything Sims: an especially appealing prospect if you’re a Game Pack fan like me, since they tend to only get 25% discounts during the seasonal sales. I don’t mind admitting that I finally treated myself to StrangerVille - I’ve been hyped for it ever since it came out in February, but with its rumoured lack of replayability I was reluctant to pay the full £18; but the wait paid off, and I got it for something like £10.50, which I find much more acceptable. I can’t wait to get my Night Vale on. (Like I hadn’t already… I have to admit at this point that my Get to Work active characters for the Detective, Doctor, and Scientist careers might bear something of a total resemblance to a certain Mr Holmes, Dr Watson, and Carlos the Handsome Scientist, because I am an incurable fangirl and this has always been what I come to this franchise for.)
              Heaven’s Vault - We are now whizzing from one desolate moonlet to the other as the plot picks up speed; though to be honest, I prefer the game when it presents you with an environment so big you need at least an hour to explore it in proper detail. One moment in this session stood out for me: Aliya, discovering what to the player is obviously an abandoned theatre, reacts with confusion and assumes that it’s some sort of church. Which is (a) a really interesting reminder that the characters in the game are from a fantasy alternate (or possibly post-apocalyptic future) reality from our own, and as such don’t share all of our cultural touch-stones, nor should they; and (b) that archaeologists need to stop attributing everything they don’t immediately recognise as practical to some vague religious ritual. Having spent literal years making this argument to my archaeologist friends, it’s nice of this game about archaeologists to give me some back-up.


Sunday 16th June
Father’s Day, and finishing up Valerie Porter and the Scarlet Scandal, a hidden object game from a collection I bought for my Dad a few years ago that we started playing while I was home over Christmas. As these things go Valerie Porter is pretty engaging: an obvious Laura Bow export with the serial numbers filed off, but I’m a sucker for vintage ’20s and ’30s murder mysteries, and most importantly my Dad enjoyed it. I also took the opportunity to thank him for introducing me to video gaming when I was a toddler and always keeping me up-to-date with a random and eclectic selection of the latest video games; I likely couldn’t have been on the career path I am today without him.


Tuesday 18th June
LEGO Marvel Super Heroes 2 - With only two levels left to go to the end of the main story, I’ve started dabbling in the Gwenpool bonus levels, which are steadily unlocked by completing character missions on the map. I was so happy when I got to the Howard the Duck level and it used the same environment as the Howard the Duck level from the first LEGO Marvel Super Heroes game. I have no idea why it made me so happy to see Marvel HQ re-imagined as the convention centre, but there we go. It did.
I also completed a couple more character missions (Aunt May is super demanding, yeesh…) and played the penultimate level of the main story mode. Final showdown with Kang, here I come! Only once I’ve wandered all over the map for another couple of hours, though.


Wednesday 19th June
Sherlock Holmes: Crimes & Punishments - The second of six cases on this platinum run is now in the bag. I enjoyed replaying “The Riddle on the Rails” more than the first case (“The Case of Black Peter”); it benefits, I think, from not being based on a Conan Doyle story, which allows for more fun with the locations (even though, as someone who lived in Nottingham for years, the bit where they visited the beach was a bit of a stretch…); and more snark between Holmes and Watson, which is always appreciated. Although I’m kicking myself for not having my recording equipment to hand when I ended up ad-libbing some dialogue between Holmes and the villain (“How did you guess I was Mexican?” “Racism!”)
              The Sims 4 - I had a bit of a noodle with the June 2019 update for an hour, which included some Pride-themed cosmetics as a free add-on. I’ll admit I wasn’t bowled over by the new clothes: the best thing about them are the It Gets Better tie-in promotion t-shirts, which to be honest don’t look that great either but are at least promoting a good cause. (Maybe I’m just bitter because my SimSelf suffers from the same problem I do in real life, in that her massive boobs tend to warp the design on a t-shirt so that it’s basically unreadable.) But I was super impressed by the variety of Pride flags available in build/buy mode: it seems the creators really did their homework, though presumably for the sake of design simplicity they shied away from including anything outside of the standard geometric stripes arrangement, so intersex and polyamorous were neglected (along with a few others). My SimSelf is now happily living in her apartment in San Myshuno (The Sims 4’s equivalent of San Francisco blended with Tokyo), flying her rainbow and bi pride flags high, and rocking a slightly-warped LGBT+ charity t-shirt; so she’s doing OK, basically.


Thursday 20th June
Heaven’s Vault - Holy shit, is this a horror game? Because once you reach the Withering Palace, it starts to feel quite a bit like a horror game. I don’t wish to give spoilers because this is a story-heavy game that’s only two months old and that I hope more people get to experience for themselves; but I’m getting the strong sense that some major shit went down in the Ancient Empire involving ghosts and/or sentient robots, or some sort of Get Out / Doctor Who Cyberman bullshit that combines the two.
              Also, my partner (with my full support) has decided to play the character of Aliya to the hilt and never return to Iox to present her findings to Professor Myari. Which means that we’re still getting prompts from early on in the game every time we travel, even though by my reckoning we’re maybe about ¾ of the way through by now. I hope we won’t end up going back to the university at the end only to discover we’ve broken the game...

Friday, 7 June 2019

Gaming Diary: 31st May - 6th June 2019


Friday 31st May 2019
Started reading the second book in the Vampire: The Masquerade Clan Novel series: Tzimisce by Eric Griffin. So far I would I think I preferred Stuart Wieck’s command of plot and character in Toreador: his much smaller cast worked to the story’s advantage, whereas Griffin’s much larger group of characters is hard to keep track of. So far in Tzimisce, characters have a habit of suddenly emerging from the group and becoming very important mid-scene without so much as their names being mentioned before - much less their clans and affiliations - as if we’re already meant to know who they are, which feels like a potential editorial oversight. On the other hand, I already find Griffin’s prose style more accomplished and interesting than Wieck’s: Tzimisce reads more like a novel than Toreador, which occasionally felt more like flavour text from the tabletop resource books it ties into. Perhaps because the Toreador are playable in the tabletop game and the Tzimisce aren’t, it feels like the author of this second book had way more freedom to define the clan himself, which might end up being a double-edged sword.

Saturday 1st - Sunday 2nd June
My partner was tied up marking his students’ exams for most of the weekend, which gave me a lot of time to play We Happy Few. I’m only just now beginning to get an appreciation for how big this game is: I spent several hours prior to this weekend’s session in what basically amounted to the tiny tutorial area, so once I broke through into the first major area I was pretty overwhelmed. The game continues to be a charming, intriguing, and occasionally frustrating experience: I love the character of Arthur and the setting of Wellington Wells, but when and how side-quests spawn is causing me some issues due to it being unclear whether they’ll recur or not (no doubt not helped by the map being procedurally generated) and how easy it is to enrage all the NPCs if you fail because you’re rushing to complete the opportunity in time. (Also, procedurally generated scenery is super easy to fall through and get stuck in, it turns out.) I am, however, learning to love the stealth elements to the game: no small feat because forced stealth is my most-hated video game mechanic, and even optional stealth is not something I’m usually thrilled to do for long periods of time, so actively enjoying this aspect of gameplay is a bit of a novelty for me. I’m also very grateful to my partner for buying me the game’s Deluxe Edition for Christmas, not only because this nets me the DLC when it comes out, but because the special edition unbreakable non-lethal melee weapon (the “Jolly Brolly”) supports my play-style perfectly: you can’t kill people with it (which suits me just fine, as I’m role-playing Arthur as a technical pacifist for now), but crucially there’s very little chance that anyone can land a significant hit on you as you inelegantly hack-and-slash your way to victory. I probably won’t become a better in-game fighter this way, but at least I won’t die a dozen times to the same minor mook before exiting the game exhausted and not wanting to pick it up again for six months to a year (I’m looking at Alan Wake, Vampyr, and a few other guilty parties here…).
              I also made a start on my long-deferred platinum run of Sherlock Holmes: Crimes & Punishments. I only have three non-platinum trophies left to get, but it’s going to require a complete replay in order to get there, due to the fact that you have to follow an intricate series of steps in all six cases to unlock two of them.
              My partner did take a bit of a break from marking and decided to go back to his old, old game of Super Mario Galaxy on the Wii. The last save file turned out to be from August 2010, just six months or so after we started dating; after we’d both finished feeling shocked, old, old and shocked by that, we had the debate of whether to start from the beginning or pick up where he left off. Initial advocations to start over again (and a quick re-play of the first three levels to remember the controls) gave way to common sense once we realised he was about 90% of the way through the game by the time he unknowingly abandoned it for nearly a decade. He wanted to go back to it because he got the sequel for Christmas, but at this rate he’ll literally never get around to it unless we get better at jumping back into half-finished games midway through.
              We’re also continuing our run of Heaven’s Vault. It seems like we’re not even halfway through yet, but far enough in now that attempts to discuss it at any length would risk getting into spoiler territory. It continues to be a beautiful and fascinating game (though with the odd janky mechanic to be expected from an indie title), and unless I see some seriously impressive stuff in the back half of the year, I’m pretty sure this one’s going to be high on my list of best games in 2019.

Tuesday 4th June
Played another Inhumans level of LEGO Marvel Superheroes 2, followed by a bit of noodling around on the map with the truly awesome power ensemble of Hulk, Thor, and Captain Marvel. My earlier suspicions as to the poor quality of the pathfinding in this game are looking more and more likely every day, but I am at least starting to learn how to make the best use of the in-game map at long last, and have been happily unlocking side-characters now that I’ve figured out how.

Wednesday 5th June
Monster Prom was my GOTY of 2018, and its announced sequel is only the second project in any medium to ever tempt me onto Kickstarter. So when the demo for the sequel left me wanting more, the natural thing to do was chase down a couple more Steam achievements for the original game while I was in the mood. Playing as Amira (like always) I managed to pursue and achieve the GHOST secret ending; my partner, playing as Vicky (like always) got within a hair’s breadth of the CAGANER secret ending. I was also one single event away from the achievement you get for seeing half of all the events in the game, which was laughably frustrating but also a good reason to play it again soon. And it’s worth noting that, even though I’ve played the base game so many times I’m now just going for all the really weird endings that don’t actually involve the main love interests all that much, I always end this game really wanting to write fanfiction. It’s like a fanfic trap. I love it.*
* And, as of Friday 7th, the Kickstarter for the sequel has reached its final stretch goal, which will make the original player characters dateable. That’s right - I can finally do what I’ve wanted to ever since I first saw this game, and go to prom with my main girl Amira!

Thursday 6th June
Finished reading Vampire: The Masquerade - Clan Novel: Tzimisce. This book has some of the best body horror I’ve ever read - not a subgenre I’m usually a big fan of, but I can appreciate most things when they’re done well, and the Tzimisce are definitely a good example of a bad, bad thing. Some of the fleshcrafting scenes in this novel were the most visceral and unnerving I’ve encountered outside of American Horror Story (a show I once briefly stopped watching because it turns out amputation-as-torture is one of the few things that actually scares me to the point of discomfort). In a franchise which has, at best, literal amoral monsters for protagonists, Eric Griffin did a great job of reminding you why the Sabbat are legitimately considered the bad guys of the V:TM setting. As with Toreador, there are a number of plot threads that I hope get picked up later in the series - such as main character Sacha’s mysterious love letter, which gets introduced on the first page and returns on the last page, but never sees a resolution or explanation as to who could feel such genuine romantic passion for such a brutal torturer. If I ever reread this series, I plan to hopefully pick up the four-volume edition that edits them into chronological order; Toreador and Tzimisce take place in the same time frame and are more or less opposing views on the same event, so there’s sure to be some real dramatic irony to be had from reading them both concurrently after having first experienced them as separate but overlapping stories. (For example, Leopold’s unresolved “Where’s Hannah?” scene from Book 1 takes on a very different tone after reading Book 2, now that you know perfectly well where Hannah is and why she’s late.) I look forward to getting started on Book 3 - Gangrel - after taking a short break for some Poirot or something else less… gross, frankly.
              I also played an hour or so of The Sims 4 today, after deciding to reboot my SimSelf game in order to explore some of the expansions I bought earlier this year. SimBecca is now living in San Myshuno (from the City Living expansion) in a haunted historical apartment, living off her savings for now while she pursues her dream of becoming an outdoorswoman (new aspiration brought to you by the Outdoor Retreat game pack), in between attending cultural festivals, home brewing teas, and accidentally finding herself in romantic intrigues with social media influencers. I don’t want to say she’s exactly living my dream, but it’s pretty close...

Friday, 31 May 2019

Gaming Diary: 24th-30th May 2019

Friday 24th May 2019
I’ve been trying (and, to my credit, largely succeeding) to cut down on my impulse buying of games and books recently. But yesterday I found out that most of Telltale’s games are disappearing from digital stores - GOG is having a clear-out on Bank Holiday Monday - and so I may have slightly panic-bought. I recently got Batman: Season One for the Switch, but that left me still with Batman: The Enemy Within and Guardians of the Galaxy missing from my collection (assuming The Walking Dead: The Final Season will still be available down the line from a different publisher, which I’m sort of relying on right now). After comparing prices and availability for both the titles needing my urgent attention, I ended up buying them both on Steam, which was the platform I first started playing Telltale games on back in 2016. My reasoning was that, while physical copies for the PS4 or XB1 (or Switch, if they weren’t like gold dust) might seem preferable, given the circumstances, said disc-based releases only actually guarantee access to the first episode in most cases, with the ability to access the digital-only episodes still doubtful once they’re removed from sale. Steam may seem like an insecure purchasing choice, but in fact there’s never been a known instance of Steam removing a game from a player’s library once they’ve purchased it - even if they’ve uninstalled it, or accessed their library from a new machine. While I generally agree with the school of thought that prefers physical to digital ownership, on the fairly solid basis that digitally “owned” media is more like a long-term rental licence than an irrevocable possession, Steam’s history of being cool about this sort of thing is encouragingly strong, even if they are basically just operating on the honour system. (And if a certain vintage Vampire: The Masquerade - Redemption game guide fell into my shopping basket while I was on this little spree, well… it’s been a stressful couple of days, I deserved a treat.)

Speaking of V:TM, I finished reading Clan Novel - Toreador today. The two-time English graduate in me wants to pick it apart, as it’s clearly been written and published by someone more comfortable producing manuals than novels: the proofreading was appalling, with missing vocabulary words being the main offender; the author had an unchecked habit of repeating the same word or phrase within the space of a single short sentence; and, as a result of the last two in combination, at least one sentence was just unreadably garbled. But the other big part of me, the genre fiction geek who just wants to read about some really deep vampire lore, actually really freaking enjoyed this book. I don’t know how accessible it would be to someone who hadn’t spent at least 20% of their time over the past fifteen years thinking about Vampire: The Masquerade, but as someone who does absolutely live like that, it was great to take a deep dive into the un-life of one particular clan. I’m largely self-taught in the World of Darkness - other than playing V:TM-B several times, I’ve largely relied on Wiki articles accessed whenever I wanted to get into a specific bit of information - so to attack the world-building and lore more methodically through the clan novels has already proved to be a real treat. This first novel primarily follows two members of Clan Toreador over the space of a long weekend in Atlanta in the summer of 1999. But despite its brevity and micro-focus on a small group of characters, it managed to give a good sense of the characteristics of the Toreador more generally, as well as setting up some (presumably recurring) story-lines with a number of other clans whose characters intersect with the protagonists at various points throughout the story. I haven’t got an entirely accurate sense of just how many of these clan novels I’ll be reading yet - thirteen from the original series, plus a short story anthology, plus three clan novel trilogies (a.k.a. nine more books on top of that), plus the Gehenna novel, possibly plus the other two novels in the Time of Judgement trilogy that accompany Gehenna… this is clearly going to be quite an undertaking. Luckily, I’ve got to the end of Book 1 still thoroughly enthused for the project, which has got to be an optimistic start.


Bank Holiday Weekend (Saturday 25th - Monday 27th May 2019)
The three day weekend is upon us, and I’ve known for weeks exactly what I’m going to be reading! I’ve had the trade paperbacks of Dream Daddy: A Dad Dating Comic Book and Life is Strange, Vol. 1: Dust pre-ordered since shortly after Christmas. They were finally published on May 14th and May 21st, respectively, so I’ve cleared my reading schedule to make appropriate time for my newfound interest in queer-oriented comic books based on equally queer-oriented video games, which is quite a specific niche but one that I hope I can keep growing into a proper collection.

Saturday and Monday were both primarily spent doing non-video game related stuff (shocking, I know), but gaming was basically all we did do on Sunday. As a matter of fact, gaming on Sunday was an important bit of r&r for my partner and myself: we went to Alton Towers on Saturday for the first time in a dozen years and discovered that although we both still love theme parks, we’re too old to run around like kids all day and not pay for it in the morning (or, indeed, by 9:30pm the same day, which is the geriatric time we went to bed on Saturday night). So on Sunday we set ourselves a mild bit of gaming admin, which was way more interesting than it sounded. I was just three-ish trophies each away from platinuming LEGO Marvel Super Heroes and Life is Strange: Before the Storm, so I decided to work my way through the last few things I needed to do in order to get them. My partner, not wanting to be left out, remembered that he was similarly close to completing LEGO Batman 2: DC Super Heroes. (Because I’m not actually all that competitive I in fact helped him with his, as the trophy for playing a level in co-op was one of the few he didn’t have yet. But he did the same for me on Marvel a few months back, so we’re even.) We ended the day with an overall platinum count of 8-6 in his favour; but since I only got my first platinum early in 2018, I think it’s fair to say I’m catching up with him…

Not wanting to spend all day revisiting games we’d effectively finished ages ago, we put a little more time into Heaven’s Vault in the evening. While technically my partner’s play-through, this is a game that’s very easy to effectively co-op, especially as the language-based puzzle elements are of the pen-and-paper style that it can be helpful to talk through with someone as you go. As well as a unique take on a deeply involving puzzle game (for comparison, my partner recently finished playing The Witness on his own, and Heaven’s Vault seems to have filled the void it left in his gaming life quite nicely), Heaven’s Vault is one of the most compelling narratives I’ve played through in a while. That’s not to say that I’m not enjoying the various other games with good stories that I’ve currently got on the go or have recently finished, but it’s been a while since I was so compelled by a combination of world-building and plot. There’s something about Heaven’s Vault that reminds me of playing BioShock for the first time, back in the misty and rose-tinted days of 2013, when I would rush home from uni and my partner would rush home from work and we’d boot up the PlayStation while eating Chinese takeaway over the controls because we were so eager to discover what was coming next. Being older and wiser these days (i.e. both going out to work, and more concerned about eating semi-healthily) means that we’re not quite that avidly dedicated to Heaven’s Vault, but the feeling is definitely reminiscent. A few other games have pulled me in like that since BioShock - Life is Strange was definitely one, and Heavy Rain to an extent, as well as a handful of others - but this is definitely the first time in 2019 I’ve felt invested to this level in the here-and-now of a game world. So, in short, exciting stuff!

Our plans for Monday had initially included finishing our latest play-through of Until Dawn: one that we began with my parents in September 2017 and have been dipping in and out of ever since (limited by the fact that we can only play it either when they visit us rather than the other way around, or when we’re visiting them for long enough to make the transport of the PS4 worth the hassle). Last time we played, which was at Christmas, we reached the beginning of Chapter 10, which is the final chapter of the game, about an hour to an hour-and-a-half from the end. Unfortunately in the event we were too tired out from a full day of being nerdy about other things together (second hand books, stately homes and local history) to finally finish it; but I’m trying to talk my parents into a repeat visit in a couple of weeks with a slightly less packed schedule to allow time for gaming.


Tuesday 28th May 2019
I’m trying to get back into the habit of gaming after work, so I took an easy option with LEGO Marvel Super Heroes 2 when I got home this evening. I seem to have really hit my stride with it, as I’m now playing a couple of levels in an hour in story mode without feeling like I’m missing too many collectibles (though of course I’ll revisit the whole thing in free play mode at some point). Despite the fact that there seem to be a few pathfinding glitches compared to older entries in the series (leading, for example, the Hulk to transform back into Bruce Banner at really inconvenient time-sensitive moments during boss battles, presumably so that he can more easily navigate around obstacles in the arena), I remain impressed by how improved the flying mechanics are this time around. In particular, I actually had a childish moment of awe when visiting the underwater city of Lemuria during this session: my character was flying towards the map marker, dove down into the water and continued swimming with no transition between the two states, and the whole thing felt totally intuitive. The late ’90s/early ’00s gamer kid in me is also just amazed that this doesn’t require a loading screen or a scene transition of any kind: the air, land, and underwater sections of the map are all seamlessly connected to each other. It’s nice to occasionally remember that I am truly living in the future.


Wednesday 29th May 2019
I finished reading Life is Strange, Vol. 1: Dust today, and I have to admit, I loved it. I also have to admit that I am totally biased as to its actual quality, because it basically read like fan-service aimed directly at me. Even though Life is Strange is one of my favourite games, there were a few plot points that I disliked, especially in both endings; and the first run of the comics deals with them, for the most part, exactly how I would want to see them dealt with. I’m reluctant to say too much more for fear of giving major spoilers (I wrote a spoiler-filled review on Goodreads here if you want a proper recap); but I thought it was great, although I imagine it has the potential to alienate fans of the game who didn’t have the exact same views as I did on the ending(s) and on Before the Storm. I’m also cautiously optimistic about the second run which, as it turns out, started today by weird coincidence (I didn’t even realise it existed until I got the trade paperback and noticed the “Volume 1” marker down the side): I thought Dust was a beautiful final send-off for Max and Chloe, to be honest, but I’m fangirl enough to stick with this and see where it goes, even if it’s almost bound to undo my preferred ending again at some point down the line.

Yesterday was the release date for Layers of Fear 2, so today I went online shopping! And… yeah, I didn’t buy Layers of Fear 2, because I am too much my father’s daughter to every buy anything at full price that I don’t intend to start using straight away. I did, however, buy Observer, the game by Layers of Fear developers Bloober Team that was released between the two entries into the Layers of Fear franchise. Observer was being given a heavy (70%) discount on the PlayStation Store, likely because of the increased attention people will be paying to Bloober Team’s back catalogue over the next couple of weeks. I’ve had my eye on Observer for ages and furthermore actually need to play it soon as research for a feature I’m writing - so I bit. There I go, breaking my “no impulse buying” rule for the second time in a week. I might still check out Layers of Fear 2 on the weekend, if I decide I have enough time to make paying week-of-release prices worth my while.

I continued watching Pokémon: Indigo League at lunchtime. Six episodes in now, and Brock has finally turned up, which is good because I remembered him forming a very typical cartoon kid trio with Ash and Misty, and was starting to worry that my memory was playing tricks on me with regards to his prominence in the series. Speaking of memory playing tricks: I had no memory of Gary Oak as a character when I started re-watching this anime, even though he’s (theoretically at least) as much an antagonist as Team Rocket, at least this early on. Maybe it’s because he’s mostly taunting Ash from off-screen, but to be honest I already can’t remember what he looks like, and I only watched him in the pilot episode two weeks ago. In conclusion: Brock and Gary Oak, both a thing in this show. Also, Koffing might be my favourite Pokémon right now, if only because his VA is just an adult man saying “Koffiiiiing” in a completely undisguised voice and it cracks me up every time.

After finishing my work for the day I was in the mood to play something short before making dinner, so I picked The Beast Inside demo. The demo is the basis for what is possibly my favourite episode of Scary Game Squad (possibly my favourite web series), but I hadn’t yet got around to playing it for myself. Unfortunately, I didn’t have a great experience: there was a bug (reported by a few other Steam users too) like an invisible barrier which prevented the mouse from going into the bottom quarter of the screen; luckily gameplay is mostly keyboard-controlled and the reticle’s aim wasn’t affected when moving around, but it made the menu almost impossible to interact with, which made starting and exiting the game quite difficult. Also unfortunately, while playing this demo I experienced motion sickness for only the second time in my life as a gamer: in addition to the mouse sensitivity being a bit too high and rendering the movement speed quite jarring (and, of course, due to the mouse glitch I wasn’t able to get into the options to tone it down), there was something off about how my computer was displaying the graphics. The Beast Inside is a photo-realistic game and I’m playing it on a high-end gaming laptop that’s less than a year old, but there’s a weird grainy “fizzing” effect on a lot of the in-game assets (scenery was generally OK, but it was really noticeable on the car, some of the furniture, etc.) that looks unpleasantly like what I sometimes experience at the onset of a migraine. In the end I actually had to stop playing less than halfway through the demo, which was a real shame as I’m very hyped for this game; unfortunately, now I’m reluctant to buy it upon release until I can be sure that I’ll actually be able to play it without my computer and/or brain freaking out. I want to support the creators of course, but sadly this might be one I have to watch the Scary Game Squad play, at least to start with.

To make matters worse, while I was napping off the after-effects of the motion sickness, my partner loaded up LEGO Batman 3: Beyond Gotham and got another platinum trophy! I didn’t even know he was so close on that one, but the score now stands at 9-6 to him in the Platinum Wars, and my efforts to close the gap over the bank holiday weekend are already being undone. Dark times indeed.


Thursday 30th May 2019
This morning I finished reading Dream Daddy: A Dad Dating Comic Book. Unlike the Life is Strange comics, the Dream Daddy run consisted of five unconnected and not particularly canonical short stories (the Dadsona had a different appearance every issue, for example), but are light and cute explorations into the backstories and relationships between some of the game’s characters. I enjoyed it immensely, but it didn’t make quite the same impression on me as the Life is Strange comics - though to be fair, the laser-targeted fan-service bar was set pretty high there: maybe if it had just been five issues of Damien being lovely I would have been more hooked. The Dream Daddy comics also left me feeling regretful that I’m not more well-versed in the visual arts, since I think the artwork was very much the point here, perhaps more than the plots of the stories. I have an unfortunate habit of reading sequential art like regular stories with added pictures, instead of taking the time to properly appreciate the visual aspect. It’s a habit which I seem unable to break despite my best efforts; even though I am patting myself on the back for picking up a small visual pun in the Brian vs. Joseph comic (which, incidentally, I enjoyed far more than I expected to - featuring as it does my two least favourite love interests from the game - since it gave a nice amount of focus to Daisy, Joseph's twins, Amanda, and most of the other children). Still, I would definitely check out another run of these fun one-shots; counterintuitively, I think I’d actually rather see more comics from Dream Daddy than from Life is Strange at this point.

This evening after work I played more LEGO Marvel Super Heroes 2, and was surprised by the amount of focus the Inhumans characters are receiving in story mode. I suppose that the game was developed when the higher-ups at Marvel were still hoping to push the Inhumans mini-series as hard as possible, but considering that the Defenders and the Agents of SHIELD have only been minor side-characters if they’ve appeared at all, having two whole main levels featuring the Inhumans cast feels weird. As the only person I know who made it all the way through the mini-series, I find it laughable how much they’ve had to cut from nearly all of the characterisations to make Maximus look sufficiently like a one-dimensional villain to work in a LEGO game. (I’m not alone in contending that he’s basically in the right for wanting to overthrow Black Bolt and cast out Medusa and Crystal in the TV show, even if he’s a bit of a dick with it.) Also - even though the Game of Thrones pun, presumably referring to Iwan Rheon’s roles in both Inhumans and GoT, was a bit of fun - it’s starting to jar with me how every villain in this game has a British accent. This is especially galling since Iwan Rheon puts on an American accent in the show. (Sure, it’s not the best one ever, but since he doesn’t voice Maximus in this game I don’t see why that matters.) Peter Serafinowicz and Sacha Dhawan voicing villains I get: one’s got an iconic voice, and the other’s the only MCU actor to reprise his role in this game (random, right?!), but why everyone else? I thought American pop culture had finally left Brit = Evil long behind: I’m not one to get on my high horse about national pride, but this seems like a trope a good two decades past its sell-by date. Well, whatever the case, there’s one thing everyone seems to be able to agree on, and it’s that Lockjaw is the best character from Inhumans; the same remains true in this game, with the adorable doggo being by far the most fun and rewarding character to play as. Then he takes a little snooze when you switch to someone else. Awwwwww.

Friday, 24 May 2019

Gaming Diary: 17th-23rd May 2019


Friday 17th May 2019
My partner and I managed to leave work at a sensible time, which meant that we were able to have dinner out, and then go and see Pokémon: Detective Pikachu at the cinema. Last week we’d struggled to get to it, on account of most cinemas only screening the film until early evening; clearly, though, the powers that be had learned that nostalgic millennials had a major appetite for the movie, whether they had kids to bring along or not, and most places were now showing it up until nearly midnight. Our first attempt was still a false start - the Showcase we favour had only two 2D screenings, neither at a particularly convenient time for us - so we broke new ground and visited the ODEON in our town, which happily didn’t let us down.
            I had high hopes for the movie; it was hard not so, since (at the time of writing) it’s the only video game movie in history to my knowledge to have a Fresh score on Rotten Tomatoes. I’ll admit, therefore, to being slightly disappointed by the plot, which was so formulaic that I’d actually guessed most of the significant twists before we even entered the cinema. Obviously its primary aim is to be comprehensible to quite little kids, and in fairness I had the same complaint about Spider-Man: Into the Spider-Verse, which won an Oscar, for goodness sake; I mainly blame the fact that something in my mind has flipped a switch in the past couple of years, and now I’m not quite as capable of enjoying kid-oriented movies as much as I used to be, even in my early-to-mid twenties.
            But, despite that, it’s still a hugely enjoyable movie if you don’t try to engage your brain too hard: the quality of the acting is impressive, and hugely helps to sell the script; and, crucially, the 3D “realistic” animation on the Pokémon characters is spot-on. The most important thing is that the Pikachu of the title is exactly as adorable as he ought to be, which is 1,000% proof weapons-grade cuteness, in case you were wondering. Just seeing him chugging dozens of tiny espressos was in itself worth the price of admission.

Saturday 18th May 2019
This was a rare weekend in my household: no plans to take us away from the house; no reason to even go outside if we didn’t want to. (I usually want to, but in the end the weather took a turn for the dull anyway.) I celebrated this joyous occasion by getting a migraine that endured on-and-off for six days, and put something of a dampener on my plans to, quote, “do nothing but play video games and tidy the house all weekend”.
            Luckily my partner plays games too, and even though I felt pretty crappy I wasn’t too out of it to enjoy hot-seating the end of Spider-Man on the PS4. I bought it for him for Christmas, and as it turned out he was actually able to finish story mode and get the platinum trophy on the Saturday, so arguably that was time better spent than I would have been able to use anyway. Then, despite my fangirl urgings to buy The City That Never Sleeps DLC season pass right away, it was agreed to make a start on Heaven’s Vault, which was his most-anticipated game of 2019 and in fairness is something else I’ve been bugging him to play since it came out last month. Helping translate a fictional dead alien language while suffering from a migraine may not be everyone’s idea of a relaxing Saturday evening, but I don’t consider myself a linguistics geek for nothing.

Sunday 19th May 2019
My migraine was actually worse on Sunday, but I was grumpily determined to salvage something from the weekend, and since my partner had been in full control of the gaming line-up the day before, it seemed only fair that I take over that day. I started off easy with the eleventh level of LEGO Marvel Superheroes 2, which is currently what I default to if I want to play something I’m “serious” about but that isn’t too challenging. Recently watching Avengers: Endgame, finishing Season 2 of Runaways, and of course hot-seating Spider-Man PS4 has got me feeling all the Marvel love at the moment, and even though I find the plots of the LEGO Marvel Superheroes games incomprehensible, I enjoy taking the opportunity to spend a while living vicariously through my favourite characters.
            Next up I decided I wanted to play We Happy Few, which is one of my favourite games from my in-progress pile, only to realise that the Xbox One as ever needed a significant update as soon as it was switched on. While I was waiting for that to download I dug out my copy of LEGO Harry Potter: Years 1-4 on the Wii; just because I went to see Harry Potter and the Cursed Child last weekend, and it got me thinking about my old fandom for the first time in a while. While I knew I hadn’t played it in an age, the last saved game was from March 2016, which is vaguely ridiculous. On the plus side, after a few minutes of fumbling around trying to remember the controls, it turned out that the intervening three years spent widening my video game knowledge had actually turned me into a slightly better player - which is obviously what you want, but not what you dare to hope for at my age. Actually, the weirdest part was going back to the days before LEGO games were fully voiced, and trying to decode the characters’ mimes was maybe the most challenging thing about picking it up again. That, and the fact that the graphics in the franchise really have moved on a good deal in the past nine years, even though the development has been so gradual that your brain is convinced it looks the same as it always has until you go back to take a look. It’s fair to say I never got hugely invested in LEGO Harry Potter, if the fact that I’m still only mid-way through Year 2 nearly a decade after the game’s release is anything to go by. I would like to finish it, though, so maybe after I finally clear the LEGO Marvel trilogy I’ll revisit it more seriously.
            After a short break, We Happy Few was ready to go at last. I suffered another small shock when I saw that my last saved game was from December 28th last year - only three days after I received the Deluxe Edition as a Christmas gift - which was strange to me, as it’s a game I’ve been really enjoying since I started it in demo mode last August, and has been on my mind a lot ever since. I was vaguely aware that I’d consciously put it aside for a while, in order to finish a few of the shorter games I’d been midway through for an unacceptably long time, but nearly five months seemed unreal. Fortunately - perhaps because it took me a while to master the controls in the first place, or maybe just because it’s pleasingly intuitive, or a bit of both - I picked things up again very quickly. I’m still advancing the plot at a snail’s pace - Arthur has just received his first mission that might involve combat, so I spent my play-time on Sunday ensuring that he was as buffed and well-armed as it’s possible to be in the meagre surroundings of the Garden District - but the freedom to explore at your own pace is one of the joys of a game like We Happy Few. I also dedicated a fair bit of time to digging around for environmental storytelling, and was rewarded by the contents of an abandoned house which was one of the creepiest areas in the game so far, despite containing no actual threats. I’m starting to uncover more details of the mysterious disappearance of all the children from Wellington Wells, and it is DARK. AS. FUCK. I love it.

Monday 20th May 2019
In preparation for the 2020 release of two new Vampire: The Masquerade and one new Werwolf: The Apocalypse video games, I’ve committed myself to spending as much of 2019 as possible in the World of Darkness franchise. Several years back I spent a lot of time acquiring cheap second-hand copies of the first eighteen or so books in the Vampire: The Masquerade - Clan Novel series, and with the upcoming sequel (and spin-offs) to my favourite video game of all time only ten months away from release, I’ve finally begun the much-anticipated but daunting task of actually reading them. Beginning with Clan Novel: Toreador, these books are already looking like refreshingly easy reads in the urban or dark fantasy genre: far from high literature, but written by many of the creators who worked on the World of Darkness back during its inception as a tabletop gaming system, and providing a lot of additional lore and world-building.
            Speaking of which, another Vampire: The Masquerade related activity that I finally got around to today after months of meaning to: watching the LA by Night web-series on Geek & Sundry. It’s a webcast of a regular tabletop session using the 5th edition of V:TM, starring (amongst others) Erika Ishii, a voice actor from Dream Daddy and Monster Prom whose work I’ve obviously come to love over the last year or so. The GM and players clearly know their lore, as characters from the Clan Novel series and the first Bloodlines game play important roles in the story; and since it has a contemporary setting, and is at this point popular enough to be considered at least semi-canonical, it should further serve to bridge the fifteen-year gap between the stories of Bloodlines and Bloodlines 2.
            There was no chance to actually play any games after work on Monday, as the Game of Thrones finale dominated our TV for the evening. (So beware a few spoilers below!) Despite the “game” of the title, I’m feeling quite fortunate that I don’t have to cover it in any detail here, even though I have long and quite detailed opinions about the ending (averaging out to a kind of “meh” reaction overall). One video game related note, though: having played Telltale’s Game of Thrones episodic adventure game a few years back, I’m sad that - with the end of the TV show that created the appetite for the game, and the closure of the studio that made it - I’ll never find out what happened to the surviving members of House Forrester and their allies in the second season that never was. Admittedly, Telltale’s Game of Thrones: Season Two was never really likely to happen, given just how many different endings could leave the main and minor characters alive or dead depending on the player’s choice. Even Telltale in its heyday probably lacked the resources to make such a huge branching story a reality, or at least a profitable one. Still, I can’t keep from wondering what happened to (in my case) Asher, Mira, Gared, and the others as their stories played out in parallel to the show from seasons five to eight. Will I eventually crack and write it all out as fanfiction? Maybe! Though I’m guessing canonically they all just… sort of died… somewhere in there: Gared (and the Snow twins?) when the White Walkers attacked the Wildlings who remained North of the Wall; Asher in one of the many battles Daenerys and Jon led their troops into; Talia in the attack on the crypts of Winterfell, where she presumably followed Asher; Mira… probably died in childbirth, or else just straight-up murdered by her husband. I’d like to think Ryon and Beskha managed to hide themselves away somewhere safe though: Ryon, as the last of his siblings, eventually returning to become the young Lord of Ironrath in the now-independent North, assuming he can keep the Ironwood out of his brother-in-law Rickard Morgryn’s hands (Queen Sansa will surely back him up); and Beskha should totally go to the Iron Islands and see if she and Yara have any chemistry, since they’re apparently the only two lesbians in the world. Oops, I think I just wrote my fanfic after all...

Tuesday 21st May 2019
Still suffering from the migraine, and also mindful to give my partner his turn on the controller, Tuesday saw me hot-seating BioShock for maybe the fifth or sixth time. I’ve never technically played a BioShock game myself, but I must have hot-seated for my partner on at least a dozen play-throughs of the franchise in total, with the first one being his all-time favourite video game and therefore naturally the main focus. This particular re-play has been prompted by him receiving the HD remastered collection of the whole trilogy for the PS4 for his birthday earlier this year. Rapture has certainly benefited from the improved graphics, with the increased draw distance and crisper images helping the underwater views in particular to look extra spectacular. I do, however, have a few minor issues with implementation: some of the one-off environmental puzzles have been removed or done for you; Sander Cohen’s brief overlapping conversation with Atlas has cut all of the latter’s lines, which is a huge shame in my opinion, as I’ve always loved that staticky fade-out as Cohen takes control of your radio for the first time; plus a few of the more genuine jump-scares in Fort Frolic have either been toned down or didn’t trigger properly for us. Meanwhile, my partner knows the game inside-out to the point where, if a single item of health or ammo has been moved, he knows about it; which isn’t really something I take issue with in terms of the game design, I’m just weirdly impressed.

Wednesday 22nd May 2019
Wednesday is my day at home, usually spent alone, so for the past few weeks I’ve been playing through LEGO Marvel Superheroes on Free Play mode. I’ve been playing it on-and-off since it was released in 2013, and it was actually my first PS3 game - to the point where I’ve actually played it all the way through in Story Mode twice, because in my PS2-era naivety I didn’t know what a PSN account was and did my first play-through on my partner’s account. (He still has all my trophies from that play-through, which is what I like to remind myself when I see that I’m still languishing on Level 9 when he’s a mighty Level 12 now.) So it’s with bittersweet feelings that I ended Wednesday just one level and three trophies away from 100% completion and platinuming the game. The final level is a single-stage boss fight that I currently have zero mastery of, so my concern over the potential frustration is quite high; although I have been making it much easier on myself by using the IGN guides for Free Play, because my time is precious enough to me these days that I don’t want to go groping around blindly for trophies on games I’ve already completed once (especially considering LEGO’s sometimes opaque HUD prompts, even with all the assists turned on).
            Wednesdays also see me with full control of the TV at lunchtimes, which is why last week I started re-watching the Pokémon: Indigo League anime. I initially checked out a couple of episodes in preparation for seeing Detective Pikachu in the cinema, but since I’m currently between new and available shows that I’m cleared to watch on my own, a re-watch of the first 52 episodes of Pokémon (which, bizarrely, is what Netflix offers, presumably for rights reasons) seems like a nice slice of easy nostalgia, twenty years on from when I first watched it. It’s been such a long time that I had actually forgotten the existence of the Pokérap, which may have been something of a blessing; also that James is very bishōnen with that ever-present rose* and I almost certainly had a crush on him in a precocious, “not quite old enough to be consciously bi yet but definitely intrigued by portrayals of gender fluid people” sort of a way. (2019 me can also see the definite appeal in Jessie’s whole dominatrix shtick, but c.1999 me wasn’t that precocious.) Also, it turns out that the Pokémon anime has a plot, which it seems entirely flew over my head between the ages of 7 and 10, when I was really into it but mainly for the adorable animals and cute villains. What’s with the golden phoenix thingy? I have literally no idea - but I sure hope that storyline is resolved in the next 48 episodes, or I might never find out!

* Holy shit, is James the inspiration behind Monster Prom’s Interdimensional Prince? This is why you re-watch childhood favourites, so you don’t miss the geeky references to things you love but have forgotten in the things you love now!