Showing posts with label Video Games. Show all posts
Showing posts with label Video Games. Show all posts

Monday, December 21, 2020

Ranking the Assassin's Creed series

Self-explanatory. I've been playing these games for 13 years and with the release of Assassin's Creed: Valhalla, I figured it was a good time for something like this. I haven't played any of the smaller side games or read the novels or comics or what have you...I mean, these games are taking longer and longer to finish, who's got the time? Throw up your hood and strap on that hidden blade, we're going from worst to best.

12. Assassin's Creed: Unity

I have to be honest here. This is the only mainline entry in the series I haven't played. It was the first AC game to be released on the Xbox One, which I didn't yet have but was considering buying to play this. Then...it came out. The internet lit up with screenshots of absurd bugs and graphical errors and the general consensus of the reviewers was that even without the technical issues it was a weak game, with shoddy gameplay and poor use of the French Revolution setting. I couldn't quite bring myself to buy the Xbox One for something like this (it was Rock Band 4 that eventually compelled me to do it).

The game also got in some trouble for the fact that there were four different playable characters and they were all men. After the backlash that, frankly, everyone should have seen coming, the developers said it was too hard to animate a woman's hair. That did little to soothe the Twitter masses. After all, they were able to painstakingly restore Colonial-era Paris but long hair was too difficult?

Years later, I have the console but I don't think I'll go back and try it. One issue with this series as a whole is that the games tend to become outdated quickly. This is especially true with...

11. Assassin's Creed

The one that started it all. This one came out so long ago that there must be a decent percentage of the fanbase that has never tried it out. If they do, they're in for a shock. Compared to even the first sequel, this was a borderline tech demo. But it's the story that made it work just well enough to start a series.

During the Crusades, we're given our first introduction to the centuries long war between the Assassin Brotherhood, which values freedom and transparency, and the Templars, who seek control over the populace. A grouchy assassin named Altair is assigned to take out a series of highly ranked Templars in three different Middle East cities - Jerusalem, Acre and Damascus. There was also the storyline taking place in the present - a bartender named Desmond Miles is recruited by the Templars to relive the memories of his ancestor Altair using a device called the Animus. Things ended with a wild cliffhanger that did wonders to get me excited for the next game.

The bones were there - the sneaking, the climbing, the exploring. It just needed a LOT of work.

10. Assassin's Creed: Syndicate

This one is fairly well-regarded so it may come as a surprise to see it so low, but it just didn't work for me. The main characters are twins Jacob and Evie Frye, who work to build up a criminal enterprise in Victorian-era London. The developers found a solution to the "female hair" problem - Evie's is always tied back. London is a fine location (climbing Big Ben was delightful) but I think the setting was too close to the present. Too many guns, too many factories, too many vehicles. It just didn't feel right.

It didn't help that the combat was just dreadful. Unlike other games where your assassin can fight off a small army with enough skill, in Syndicate you're screwed if you encounter more than two or three enemies. Maybe that was supposed to encourage stealth, but that didn't seem to work very well either.

9. Assassin's Creed III

When the premise for this game was announced, people were stoked. A Native American assassin hunting down colonists during the American Revolution? Yes please! Unfortunately, the final product was weighed down by bloat. Feature creep was definitely an issue.

You can tell things are a little off right away. A prologue featuring the main character's father went on for some three hours before we met the real protagonist, Ratonhnhakekon (nicknamed "Connor" to make it easier for the other characters). There are also a ton of gameplay mechanics and many of them are totally unnecessary. There's a crafting system that is utterly incomprehensible and the management of overseas Assassin campaigns used in previous games was ruined by a baffling interface. Other mini-games sneak in for one or two appearances and are never used again. The combat is glitchy as hell. The most successful addition to the series gameplay were naval battles that proved to be so popular the series has used them in several games since.

While the plot itself is messy and Connor is mostly a one-note character, the thematic side of the storyline is masterful. The final scene is just brilliant - Connor wanders over to Boston harbor, where the British ships are leaving while the newly independent colonists brag about the virtues of freedom. Then Connor looks over and sees slaves being sold on an auction block. He shakes his head in disgust. Roll credits. It took some serious stones for a huge commercial game to call out the hypocrisy of the American Revolution, but there's another side to it. There's an ongoing sidequest where Connor acquires a homestead and begins to recruit people from all different backgrounds with various specialties. By the end of the game, it's a thriving little community, contrasting what America could be against the reality of what America too often is. It's borderline tragic that this game didn't turn out better as a whole.

8. Assassin's Creed: Liberation

Eligibility is iffy in this case. Liberation was originally released on Playstation Vita, but since it eventually got an HD makeover and a release on the major consoles, I'm going to count it. Because of that, it's definitely a smaller game than all the others on the list but still worth playing. 

Aveline de Grandpre was the first female protagonist of the series, working to reduce the Templar presence in colonial New Orleans. It can sometimes feel like a detective game as Aveline can access different parts of the city depending on how she's dressed. I have mixed feelings about this. On the one hand, it may be a commentary on what is sometimes referred to as "code switching." On the other hand, there were several times when I was stuck walking around in a fancy dress to advance the plot when I wanted to be running around and climbing buildings. 

Thankfully, the setting is delightful, especially when you get out of the city and start exploring the bayou. I was also quite pleasantly surprised by a visit to the Chichen Itza site in Mexico. 

Assassin's Creed: Valhalla

7. Assassin's Creed: Revelations

The final appearance of everyone's favorite assassin, Ezio Auditore. Now an elder statesman in the order, he journeys to the Turkish city of Constantinople (now called Istanbul) to shore up the Assassin presence there. Ezio takes on something of a protege with the younger Yusuf, who gives him a new toy - a blade with a hook at the end that adds all sorts of fun quirks to the climbing. You'll want to explore in this one, the art direction is often magnificent.

The gameplay is not as successful. You're tasked with driving out the Templars in one district of the city at the time, an element that has been used in many of the games since but is very rough at this point. To that end, you're encouraged to purchase property but it's really expensive and I mostly gave up on it without seeing any consequences. The tower defense mini-game that pops up at the end of these power struggles is a baffling departure from the typical formula that's totally out of place.

One subplot I didn't see coming was the numerous flashbacks to the later days of Altair from the first game. These scenes are not always gracefully integrated, but the way they ultimately dovetail with the main story to conclude the arcs of both these characters is satisfying.

6. Assassin's Creed: Origins

This game was the start of a major change in the series, both in terms of story and gameplay. Ancient Egypt is a setting that you couldn't go wrong with, but it required the overarching lore to go much farther back in time than any previous game, to an era where the Assassins and Templars as we know them didn't exist. The protagonist is Bayek, who serves the people of Siwa as a "medjay," which is basically an ancient constable. However, he's also nursing a serious grudge against a group of masked cultists who tore his family apart. By the end of the story, the seeds of the rivalry that will echo throughout history have been planted.

As the player explores the absolutely vast recreation of Egypt, they have to get used to several gameplay elements that borrow primarily from RPGs - equipping various pieces of armor and weapons, skill trees, and a combat system intended to be more precise than the often unbalanced fights in the previous games. It takes some getting used to and is pretty rough around the edges, which is expected for when a long-running series tries to innovate.

The setting is very well fleshed out - you really get a sense of the tensions resulting from Greece's occupation of Egypt, further complicated by the involvement of the burgeoning Roman Empire. The player gets to interact with the likes of Cleopatra, Julius Caesar and Pompey the Great. The one character the game doesn't know what to do with is Aya, Bayek's estranged wife. She shows up intermittently and becomes a playable character, but since you don't get any opportunity to level her up, it becomes more of a nuisance than anything.

Assassin's Creed: Mirage


5. Assassin's Creed: Odyssey

As of this writing, the most recent Assassin's Creed game I have played and certainly the biggest. During the Peloponnesian War in Ancient Greece, the grandchild of King Leonidas strikes out as a mercenary before coming into conflict with a sort of proto-Templar organization called The Cult of Kosmos. The main characters are once again siblings, Alexios and Kassandra, although in this case you pick one at the beginning and stick with them. It seems like most players have picked Kassandra and with good reason - with the Greek accent this game often feels like a Wonder Woman simulator.

The developers borrow a lot from open-world RPGs like Dragon Age, introducing the concept of choosing dialogue responses, which gives some control over the main character's personality. The new combat introduced in Origins is more polished this time but the real draw of this game is exploring Greece. The series has never had an open-world that was so huge and so beautiful - it's one of the most visually beautiful games I've played, period. There's plenty for the player to do, whether it's getting involved with the ongoing fights between Athens and Sparta, sailing from one gorgeous island to another, or (if you're alone in the house) kicking bad guys off cliffs while shouting "This is SPARTA!"

This game does so much right, so why isn't it ranked higher? Well, it really duffs the ending. Or I should say...endings. The conclusion of the Cult storyline and a major revelation tying the past to the present are relegated to sidequests, which is a strange choice considering the implications for the overall lore of the series. As for the main ending involving Kassandra's family, it can go several ways depending on the player's choices and the game is absolutely ruthless about this. You can get everything "right" except for a single line of dialogue and wind up with a brutally depressing ending. In other words, if the next game is like this, I'm reading the fuckin' walkthrough.

4. Assassin's Creed: Rogue

This game was actually released at the same time as Unity, based on the smart assumption that many players (like me) weren't quite ready to move into the next console generation and might enjoy one more adventure on the Xbox 360. Ubisoft probably didn't anticipate that, due to Unity's many issues, this one would end up with a far better reputation. It's best described as an expansion of Black Flag with some precise tweaks, but that's no problem given that Black Flag has the best interface in the whole series (more on that in a bit).

The protagonist is a cocky Irishman named Shay Cormac, an Assassin serving during the Seven Years War. Reckless decisions made by the leaders of the brotherhood alienate Shay to the point where he leaves the group to pursue his own goals, eventually encountering Haytham Kenway, the charismatic Templar from Assassin's Creed III who just might convince him to turn. Not only is it a powerful character arc, it forces the player to re-evaluate the entire morality of the series.

Another reason this one is a personal favorite is that it takes place in a region where I've traveled extensively - the Atlantic Provinces of Canada. The familiarity brings pluses and minuses. On the one hand, I'm quite sure Prince Edward Island doesn't have any sheer marble cliffs to climb. On the other hand, sailing towards the Gaspe Peninsula and seeing Perce Rock, a famous natural arch that I've visited in real life, was a great thrill.
3. Assassin's Creed: Brotherhood

After the runaway success of Assassin's Creed II, Ubisoft wanted another game pronto to take advantage. However, the game designers knew that it would take a decent chunk of time to produce what would become Assassin's Creed III. So they came to a compromise that has been a mixed blessing - Brotherhood is the continuing story of Ezio Auditore as he takes his battle against the evil Borgia family into the city of Rome. This game is great but the corporate pressure to release games on a yearly schedule caused some major issues for the series.

The scope of the game is wisely limited to an excellent recreation of Renaissance-era Rome and Ezio concentrates his efforts in the city on growing the ranks of the Assassin brotherhood. In a really brilliant mechanic, the player encounters various people in distress and offers them the chance to join. They train during their own off-screen missions and also can join you in combat. I felt real pride watching my first recruit, a young woman dealing with corrupt city guards, grow into a lethal fighter who had my back during the big endgame confrontations. 

There are also more of the spooky puzzles that illustrate the influence of the Templars on other eras, including the present. In a particularly cheeky move, this game had a sequence where a photo of Chief Justice John Roberts revealed a Templar ring on his finger. This was shortly after the horrendous Citizens United ruling. Check out his entry on the Assassin's Creed wiki, it's hilarious.

2. Assassin's Creed IV: Black Flag

The issues that came with Assassin's Creed III clearly shook the developers, as they worked aggressively to deal with them in the next game. They took note of the popularity of the naval segments and made those central to the storyline about piracy on the high seas. Seeking fortune in the Caribbean, Edward Kenway leaves Britain and adopts the life of a scoundrel. His first mate, a Haitian named Adewale, often acts as his conscience and when the crew encounters the Assassin brotherhood, he finds a lot of appeal in their ethos. Edward's not interested, however, at least not until the British colonizers begin to clamp down on piracy.

Once you have a ship and are free to explore the open sea, it's clear just how much the game's various systems have improved. The crafting system was streamlined and simple and upgrading the ship was nice and straightforward. In the older games, trying to get all the various collectibles was a fool's errand since you could barely keep track of your progress. This time, however, you can simply press a button in any area to get a list of what there is to find and track it on your map accordingly. It's actually feasible to 100% this one and given how much fun it is to explore, you might actually want to try.

What really makes this one so special is that was the first AC game to nail the "open world" concept. You can spend hours just sailing across the gorgeous teal water, exploring islands, looking for treasure, swimming underwater among shipwrecks, creeping around old Mayan temples and eventually getting back to the main story whenever you feel like it. Your crew will even sing authentic (and delightful) sea shanties if you're sailing for a while. Grab a bottle of rum and get lost in this one for a while.
1. Assassin's Creed II

The reason this series is still putting out huge games all these years later is because of Assassin's Creed II. After the rough first game, the team had to nail this one...and boy, did they.

The secret to its success was in large part due to its setting and the lead character. Ezio Auditore (voiced by Roger Craig Smith) is still the best protagonist of the series, a carefree young man from a wealthy family in Florence whose life is turned upside down by the evil Borgia dynasty. Upon discovering that his family was linked to the Assassin brotherhood, he begins a satisfying arc from an impulsive and angry young man into a calculating, lethal assassin. The story takes the player all around Florence and later, to the canals of Venice and the beautiful countryside of Tuscany. I've seen a lot of Italy and was pretty impressed with how well they captured it.

Most of the varied gameplay and story elements that make these games fun were introduced here. You can go on hair-raising climbing adventures in old catacombs to find treasure. You can laugh as Ezio calls Leonardo da Vinci's flying machine a "pezzo di merde." You can stumble on mysterious glyphs that lead to spooky puzzles revealing the influence of the Templars over the course of history. You can climb famous buildings before jumping off and landing in a hay cart, miraculously uninjured. And of course, you can smite your enemies before delivering Ezio's catchphrase, "requiescat in pace." It's all here and the success of all the subsequent games has depended in large part of how well they could recapture the thrill of this one.

Assassin's Creed: Valhalla has been out for about a month at the time of this writing, but I have yet to play it. I've learned that you need to allow some time for Ubisoft to do some bug fixing and sure enough, they just put out a patch to fix issues like the player's horse getting its head stuck inside boulders. I kid Ubisoft, these games are still a reliably fun experience and a way to engage with history that's truly unique to this medium. I hope to be playing new ones for many years to come.

Monday, February 24, 2020

Hope is the New Escapism

Video games have always been about escapism. Players can turn them on and spend some time as a warrior battling monsters and searching for treasure, a soldier fighting alien soldiers on some distant planet, or a journalist way over their head wandering a haunted house. However, there has been a surge over the last few years of games where the objectives are much more down to Earth.

Sometimes called "life simulators," these games typically revolve around day to day activities in a small town, often with mild fantasy elements. Your goal is to gather resources for whatever your vocation is (mostly farming but not always) and develop friendships with your neighbors. The farming RPG Harvest Moon (Story of Seasons in Japan) is generally considered the father of this unique genre. The series had well over a dozen sequels and spin-offs and the formula was more firmly established with the incredibly popular Animal Crossing series, which puts more emphasis on the social aspects.

The release of Stardew Valley in 2016 has led to a boom of independent life simulation games. Several similar games have been released and many more are in various stages of development. Stardew Valley was mostly made by one guy, Eric Barone, and that fact becomes increasingly amazing the longer you play. I hadn't played this sort of game much in the past, but as soon as I started I understood the appeal - it's a deeply immersive, calming game. Your character inherits a dilapidated farm from your late grandfather right as they quit a soul-sucking office job. Here's a list of activities you can do while playing this game - plant, water and harvest your crops, gather some minerals from a nearby mine, go fishing in any significant body of water, clean up and customize your property with fences, statues and other decorations, raise livestock, chat with your neighbors and help them out with various favors, forage for berries and other goods in the wild, cook all sorts of dishes in your kitchen, invest time and resources in rebuilding the local community center, remember birthdays (like a boss), and attend seasonal festivals. Time passes day by day, season by season, year by year. The main story eventually ends but these games are often designed so that you can play them forever if you like. You can also eventually marry one of several eligible bachelors and bachelorettes and once your house is big enough, have children (although they never really age).

The game was an enormous hit and has been ported to almost all of the major video game consoles. I loved it and so did my kids. But what's behind the huge appeal of games like this? Well I think the reason is the same as it's always been with video games - escapism, seeking out experiences you can't have in the real world. Instead of epic adventure, gamers are looking for feelings of community, accomplishment, the sense that they matter. Those things are in short supply in today's world but we still crave them. It was only a matter of time before something showed up to meet the demand.

Another major game in this cycle is My Time at Portia, created by a small Chinese studio after a successful crowdfunding campaign. It's not as polished as Stardew Valley but it somehow has even more content and the setting is extremely interesting. It takes place in the far future after some ecological catastrophe led to a centuries-long era called "The Age of Darkness." But the Earth eventually healed itself and enough people survived to start over. They go about their daily lives with the ruins of ancient skyscrapers in the background. A central theme of the game is the tension between wanting to raise the standard of living for Portia's citizens while being careful how much dangerous technology from the past is involved.

While you can raise crops and livestock if you want to, the main focus of this game is on building or fixing things. Your character moves into the workshop left behind by their missing father (the inciting incident of these games is always about the same) and quickly becomes a central figure in Portia's development. You start making simple things like lampposts before moving on to more ambitious projects like aqueducts or a lighthouse. In addition to the familiar career advancement, friendships and romance, this game also offers a unique sort of hope. Devastation wrought by global warming may be inevitable, but maybe we'll survive. Maybe one day we'll even be able to start over again, hopefully having learned from the past. When you have the news constantly blaring that we have only ten years to fix everything before we all spontaneously drop dead, this kind of thing is quite comforting.

Every so often, I see some overwrought editorial about how people are spending too much time playing video games at the expense of engaging with the real world. Sorry, but the burden to fix that dynamic is not on the games. Real life needs to realize it has serious competition and step up. It's not enough to have better graphics, it needs to work on gameplay balance and add some anti-frustration features. I've never played a game where my character was denied a healing potion because an insurance company said no, struggled with an absurd amount of debt for upgrading their skill tree, or ran themself ragged doing side quests for the villagers while still not being able to afford food. Who in their right mind would create a world like that?

Thursday, July 28, 2016

The 24 Hour Setlist Returns!

Once again, I'll be helping Extra Life support children's hospitals all over the world by streaming a Rock Band marathon. I plan on singing 302 songs this time and I've upgraded my internet so the quality of the stream should improve.

Rock Band 4 has injected some new life into the series and that means DLC singles are being added weekly once again. This has made the 2016 setlist much different than last year's and I'm really excited about that. Here are just 10 of the songs that are joining the line-up! This list is exclusive to the blog...if you want to learn more songs, check out my Extra Life page!

Twisted Sister - We're Not Gonna Take It
Gin Blossoms - Hey Jealousy
Joan Jett - I Hate Myself For Loving You
Johnny Cash - I Walk the Line
Dream Theater - Metropolis, Pt. 1 - The Miracle and the Sleeper
Earth, Wind & Fire - September
4 Non Blondes - What's Up?
Ohio Players - Love Rollercoaster
Soundgarden - Superunknown
and the theme of the 2016 24 Hour Setlist...
Skillet - Feel Invincible

When the setlist is finalized, it will be posted here. In the meantime, feel free to donate at my page!

Saturday, June 6, 2015

The 24 Hour Setlist: Introduction


For my first ever participation in the Extra Life charity event for children's hospitals, I'll be singing a 24 hour marathon on Rock Band 3 from November 7th to 8th!

Here is my page on Extra Life, which has more information on that initiative. The marathon will be broadcast live on my Twitch channel.

So why Rock Band? I don’t say this lightly, and this is not hypberbole, Rock Band changed my life. We knew right away it was a cooperative game experience like none other as we selected our roles in the band. My brother Alex had a knack for the Guitar Hero series and continued that role on Rock Band. Our lifelong friend Mark took on the drums. As for me, there was nobody on the mic so I basically found myself there my default. We never did find ourselves a permanent bassist, although a few great candidates came and went over the years.

As for the mic, I loved it. My voice was the controller. I used to be nervous about singing in front of people, but I found much more confidence as I went from failing out on “Reptilia” to being able to get 100% on insane Iron Maiden songs on the hardest difficulty even while I had bronchitis. Rock Band vocals were the only video game I had where I was the most skilled person I knew (not the best singer in general, but the best at singing for the game, I don’t want to sound too over the top). At the peak of my powers, which was around the time that Rock Band 3 came out, I had gold-starred (very high scores on expert difficulty) hundreds upon hundreds of songs in RB’s ever-growing library and was one of the top 100 singers in the world as ranked by the online leaderboards.

Eventually, the genre of music games fell on hard times. Activision’s competing Guitar Hero games, which had sloppily adopted the full band format as well, flooded the marketplace with half-baked spin-offs. As for Rock Band, they were a little too eager to silence idiots who would insult the games since “it’s not like playing a real instrument.” You don’t say? All this time I thought guitars only had five notes, who knew? Not sure how that applies to singing, anyhow. Your voice is your voice. Anyway, Rock Band wanted to prove that it could actually teach people real music, so for Rock Band 3 Harmonix invested considerable expense into a “pro guitar” mode that would enable people to play along to the real notes a controller modeled after an actual guitar. There was also the addition of the keyboard that had its own “pro” mode. It was impressive ambition, but in the end Harmonix greatly overestimated the demand among players for “real instruments” and Rock Band 3 sold far less than the concurrent Guitar Hero game that had no such ambitions.

The company added more songs to the game’s huge library for a couple of years afterward, but the genre was fading away. Nobody I knew wanted to play anymore. Finally, they announced that the DLC songs would also be coming to an end. The world may have decided that “the era was over,” but I really wasn’t ready for it to go. It had brought too much joy into my life. The news of Rock Band 4's upcoming release was hugely uplifting and I decided that this year's Extra Life event would be one epic way to say goodbye to Rock Band 3.

We're still months away from the big day, but I'll be practicing on the Twitch Channel hopefully once a week (Friday nights) and later this summer, I'll post the setlist in all it's 335 song glory! Please look forward to it!

Saturday, July 27, 2013

The Labyrinthine Dreams Kickstarter is on!


If you click this link and help us out with a donation, you'll have my eternal gratitude!

Nerve-wracking stuff, this crowdfunding business. We've put a dream of ours in the hands of the masses. But if it works out, Mark (ArtBane) and I will be able to work towards a major milestone in our personal and professional lives. The short version of this is that we're seeking $6,000 to enhance our puzzle game Labyrinthine Dreams. Most of the funds would go towards hiring a couple of professional artists, with other portions meant for expected business and marketing costs. If we're able to secure the money and get this work done, we'd have a real commercial game that had a chance in the competitive independent game market.

Regular readers of this blog know that I've got a long history with RPG Maker. Our six-year collaboration on Master of the Wind was how Mark and I made a name for ourselves in the RPG Maker Community, who bestowed a highly generous amount of acclaim and awards on us that remains humbling. Since then, we haven't been quite as focused. I took some time to write my novel The World Beyond and later, we began to work on our detective game X-Noir. We had some thoughts of a commercial future for X-Noir, but now that we're about two-thirds done with it, it seems that will not be its destiny. It's a little too odd, too tough to refine into something with a feasible commercial future. We needed something that would be ambitious and unique without being too sprawling and difficult to polish. Enter Labyrinthine Dreams.

We had seen a few of our friends successfully put together games that were fairly short, but highly focused in their story, gameplay and art style. Meanwhile, we had spent 2005 to 2011 on one of the longest completed RPG Maker games ever released. X-Noir was meant to be on a smaller scale, but the highly detailed nature of the game's story has turned into a fairly big undertaking itself. This time, the game would be designed so that players could complete it in about an hour and there would be one consistent gameplay mechanic throughout - mazes. With this project, Mark had a chance to tackle an idea he'd been holding on to for a while - a game set inside a dream. He had briefly worked on a previous game with this concept called Vacant before we determined that I'd be back in the writer's seat.

It was interesting timing to be sure - I had just returned from the hospital after the birth of my sons. Vacant had been dark and sinister, but I wasn't necessarily feeling dark and sinister. My mood was something like exhausted triumph. The year that led up to the birth was packed with drama, adversity and confrontations, but my wife and I had gotten past them all and now we had two cute little guys. I could go into more detail, but one of the Kickstarter rewards is an audio commentary so I should probably save it until then. But in general, I wanted to distill my experience into a story that was vague enough so others could relate to it. I'd say there's two main themes of Labyrinthine Dreams - one is an old-fashioned arc of perseverance and redemption, the other is a critical look at the toll that our cultural obsession with productivity and profit takes on quality of life.

We've got a full playable version of the game now that gives a good sense of the story and gameplay, but as with all our projects, it's art that we need some help on. There's a four-minute video on the Kickstarter page that gives a few more details. I hope you'll decide to help out, either by donating or by spreading the word. Thanks!

Tuesday, February 12, 2013

Actual Sunlight

Whenever someone asks me what the key to making a successful RPG Maker game is, I always have the same answer - Focus on your strengths and make the game based on them. Don't try and make everything perfect just to meet the RM community's absurd standards. Perfectionism is the great foe of the RM scene, as too many highly talented creators abandon their projects when they realize that their quest to avoid every possible criticism that could ever be given is doomed to failure. This philosophy has served me well and makes it highly satisfying when a game like Actual Sunlight comes along and gets raves from big-time gaming websites solely on the strength of its top-notch writing.

Created by Will O'Neill, Actual Sunlight is the story of Evan Winter, a highly intelligent and talented guy whose skills are rendered useless by the severe depression that slowly destroys his life. The story is unbelievably bleak from the first few minutes on, with details so specific and familiar that it becomes clear this tale is at least a little autobiographical. We follow Evan on his daily routine as he avoids sitting too close to other human beings on the bus, wastes his time at a miserable corporate job and buys new video games despite knowing that the novelty won't bring him much relief from the burden of angst he's always carrying around. The highly linear nature of the story is essential to its overall theme, which culminates in the brilliant, nightmarish finale that turns the simplest RPG Maker functions into a demonstration of how depression can render a person completely powerless.

The game is rightfully getting acclaim for its unflinching portrait of depression, but I feel like what's missing from the discussion is how much it nails the soul-sucking corporate world that preys on people of the protagonist's generation (and mine). Yes, Evan is ultimately responsible for his own life and his own actions, but our shallow, sociopathic society is not doing people like him any favors. The office scenes in Actual Sunlight are a nice demonstration of "presenteeism" - this idea companies push that you should never ever take any time off becuase your work is just so important, so important that you get paid like crap as the joy is siphoned out of your life. Buy into that for too long and you end up like Troy, a co-worker of Evan's whose relentless commitment to work alienates the very family he was working so hard to provide for. I identified with Troy even more than with Evan, despite being closer to the latter in age, but I suspect my impending fatherhood is the reason for that.

As a veteran of the RPG Maker engine, I can point out little things to criticize. The buzzing noise that accompanies most of the text gets old quick, the maps (using my friend Lunarea's modern tileset) are very sparse, and Evan's chibi sprite is unable to convey his supposed obesity. But you know what? I can point all that stuff out, but I honestly don't care about any of that because this game is special. It is not easy to put out something this personal without it being insufferable. I'm not sure I'd call it "fun," but it's a riveting and undeniably brilliant piece of work.

The game can be found at its official site, along with an Indiegogo campaign to beef up the art assets. I am looking very forward to seeing more of the creator's work.

Thursday, July 12, 2012

To The Moon

For anyone who was involved in the RPG Maker community in the mid to late 2000s, there was a strong sense of "hometown boy done good" (a unique online version at least) when Kan Gao (aka Reives) moved up to the commerical game scene with To The Moon. It was a very exciting demonstration of what this longtime hobby could lead to with enough dedication and hard work. The whole "indie" game world barely existed in 2005 when Mark (ArtBane) and I started Master of the Wind, but by the time we were done in 2011...wow. Similar to what's happening in the books industry, an entire infrastructure is rising up to meet the needs of people who have artistic ambitions with their games and want an avenue to get into the game world that doesn't include toiling away on some money-grubbing Facebook app. I had planned to play the game as soon as I could after its debut, but it got a little lost in the constant flood of movies, games and books I spend my time with (first world problems, yo) and I didn't get to it until recently.

Years ago, I got introduced to Reives's work with Quintessence: The Blighted Venom, an episodic project that was even more brazen than MotW in terms of heavy story content. However, it was the highly impressive mood and atmosphere of Quintessence that made it stand out. His command of lighting, great music (which he composed himself) and various cinematic effects were miles ahead of most of the other projects on that forum. He also had a knack for maintaining interest in the game by doling out little production tidbits and fanart regularly. This was something I never really mastered during MotW's long periods of inactivity...or perhaps I just didn't want to, since self-promotion has always made me a little nervous. I was highly impressed by how visually polished the game was, although the story's heavy reliance on well-worn anime tropes was evident and my response to the narrative wasn't hugely positive. However, that was probably just growing pains because the next Reives project was a tiny 15-minute piece of surreal genius called The Mirror Lied.

So now we've got To The Moon, which has enhanced the strong elements of the creator's previous work and noticeably beefed up the elements which may have been weaker. I played all four hours of this in one sitting. A synopsis - In the not so distant future, two doctors from a memory-altering agency are called in to tweak the life story of a dying old man named Johnny. Before slipping into a coma, he told his caretakers he wished he had gone to the moon...although he can't quite remember why. While playing it, I thought of Eternal Sunshine of the Spotless Mind, Inception, Millennium Actress and Pixar's Up. In terms of looking for potential inspiration, it's hard to beat that top-notch list of movies.

The two doctors, Eva Rosalene and Neil Watts, spend an awful lot of time bickering and insulting one another. Sometimes this is amusing, other times it gets old and it's especially unwelcome in some of the more intense scenes from Johnny's life story. The constant sardonic commentary sometimes risks taking an otherwise beautiful scene and reducing it to an episode of Mystery Science Theater 3000. However, the fact that this bothered me reflects well on the rest of the story. To go into too much detail could compromise the sense of discovery, but suffice it to say that the story of Johnny and his wife River is full of surprising turns and has a moving, down-to-Earth sensibility while at the same time creates some beautifully poetic moments. The resonant ending left me with conflicting feelings about how the characters ultimately resolved their work and will likely leave many players pondering the weighty matters of life.

Clearly story plays an important role, but what of the gameplay? Well, there isn't all that much. You wander around scenes in Johnny's past looking for items that will unlock the next memory. These sequences typically end with a sleek little tile puzzle that's good fun. It gets toned down even further as the game goes on and sometimes you can partially unlock memories just by walking around. It didn't bother me at all, in fact it was what I expected! I wasn't sure how other gamers unfamiliar with Reives's past work would take it, but the overall positive reception of To The Moon suggests that most players were appreciative of the tight focus on narrative. And why not? It's not like there's a shortage of games where you can shoot things, battle monsters to get your levels up, or stalk conspirators in Renaissance-era Italy with a concealed knife at the ready. This is a unique, highly personal vision and this sort of thing is what the video game world needs if there are any hopes of the medium being considered art.

It almost goes without saying that the game's aesthetic elements are beautifully presented. It's also impossible to overstate the importance of the music, composed by Reives with an assist from Plants vs. Zombies composer Laura Shigihara, another longtime RPG Maker friend. The score goes a long way towards sustaining the melancholy mood that made this so memorable. From my point of view, the work coming out of Freebird Games has improved so steadily with each release that it is a huge inspiration. I'll be looking forward to whatever comes next.

The game is here and I highly suggest The Mirror Lied as a warm-up.