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...