Thursday, November 27, 2014

I Love/Hate Dragon Age: Inquisition

It's been a long time since a game obsessed me as much as Dragon Age: Inquisition does. So far I have spent hours running around Thedas, listening to my companions banter, helping the needy, and flirting. Lots of flirting. I am definitely going to finish the game, and I may replay it.

But the weirdest thing about playing Dragon Age is how uneven my relationship with the game is. I love some parts of it, but not others. Unfortunately, the part I hate the most is combat. Maybe it would be easier on a PC, but on the PS4 I loathe the tactical cam and don't find it fun at all. I also don't think the skill trees are all that interesting. There are fewer natural-feeling uses for stealth and traps than there were in Skyrim, which is the king of all addictive games for me. Every time I have to go through a fighting sequence, it feels like a slog. Exploring can be fun, but the geography of some areas is confusing, and I get tired of trudging around trying to get past yet another mountain range. On top of that, a few of the collection missions are less than intuitive—I am going for my Tempest specialization right now, and the hunt for essence containment apparatuses is infuriating.

I keep going back to Dragon Age, despite the combat mechanics, because the story segments are awesome. I perk up whenever I talk to one of my companions at Skyhold and get a cutscene or special mission. Goofing round with Iron Bull, Varric, Sera, and Cassandra is hilarious enough to be a game in itself. I find myself investing hours of time in less preferred activities—like engaging in combat—so that I can get back to what matters to me, which is expanding my influence and building relationships with my in-game friends.

Dragon Age's Power and Influence mechanics also feel a little wasted to me. To progress through Dragon Age: Inquisition, you can't just go around killing things (although that is part of it). You also have to gain Power and Influence points so that you can unlock missions and acquire "Inquisition Perks," which are bonuses that rack up as you become increasingly influential. But all of that movement-building is ultimately a gateway to more combat—no matter how big your movement becomes, you ultimately have to build your party and take down the bad guys yourself. I wish that all of the influence I've wracked up could be used for something more game changing than that. More politics, please!

For me, the best missions in Dragon Age: Inquisition don't involve big bosses or perfectly-crafted combinations of skill perks. I'd rather unlock codex entries, wrangle with nobility, or use my influence to acquire the next installment in one of Varric's book series. But even if the game can't be all "fun parts," I will play through all 90 or so hours of Dragon Age: Inquisition because of how much I enjoy the people of Thedas and their stories.

Saturday, November 22, 2014

New Nintendo 3DS: Worth It?

When I first heard that Nintendo was releasing a "new" 3DS, I was upset. My limited edition Zelda 3DS XL is barely a year old, and it's already going to be obsolete? Aren't you supposed to wait more than three years before switching consoles on your consumers?

Even as I read strong reviews of the New 3DS, I am still experiencing feelings of resentment. When Playstation released a slim version of the Vita, it didn't bother me because I didn't have to replace my own much-beloved device. But with Xenoblade getting a port for the new 3DS only, I can see the writing on the wall. If I want to keep up with 3DS games, I'm going to have to upgrade.

Thanks for the image, Polygon!

In an attempt to cheer myself up, here are some of benefits that will come with acquiring a new 3DS:

1) Better processing power. Early reports indicate that the New 3DS is significantly faster than the current 3DS system. It will be much quicker and easier to navigate between games and the home screen.

2) Right analog stick (sort of). To help with camera angle adjustments, Nintendo has given the New 3DS a little nub on the right side that will function as a right analog stick. Early adopters say that the analog nub is tiny and that it feels kind of like the mouse navigator on a Thinkpad. While that isn't everyone's cup of tea, I feel good about it.

3) Buttons have been improved and relocated for easier use. The Start and Select buttons have been moved to the right side and are going to be normal buttons, instead of those awkward flat ones on either side of the home button. The L and R buttons are also going to be more usable.

4) Amiibo support! I've acquired a couple of shiny new toys, and I want more chances to play with them.

5) Better 3D viewing. One of the most irritating things about the current version of the 3DS is that its 3D is actually very limited. Move your head too far to one side or the other, and you'll be asking yourself how much you drank today. I tend to play with the 3D off if the game doesn't require it. So far, however, it seems that the New 3DS has vastly improved as a 3D device. You will be able to move your head and neck a lot more before the 3D spell is broken, and the whole experience is supposed to be significantly more enjoyable.

6) The new control scheme and higher processing power might allow better new games... and better ports from Nintendo's back catalog. In exchange for buying a New 3DS, players will gain access to even more fun. At least, they had better.

Wednesday, November 19, 2014

Video Games I'd Never Admit to Playing

I am a proud gamer, and I don't typically hide the fact that I spend hours of my free time with a controller in my hands. There are a few games, however, that I'd never admit to playing—if, of course, I ever played them. Just as I would never let anyone catch me watching a Disney sequel or reading 50 Shades of Gray, some games just need to remain a secret.

1) Monster Monpiece

When I first heard about Monster Monpiece for the PS Vita, I was really excited. I love trading card games, and I was hoping that this would be like a video game Magic: The Gathering. Alas, it turned out to be a game I would never, ever play in public. The monsters who fight for you in Monster Monpiece are represented as scantily-clad, probably-underage girls. Even worse, to level them up... you have to rub them. And I'm not talking about giving them a pat on the head. 


I'm willing to do a lot of things for the sake of a video game, but jerking off my PS Vita isn't one of them. At least as far as you know. 


2) Cooking Mama

Games in the Mama series, which include Cooking Mama and Babysitting Mama, definitely have a fan base. But if I had ever played one of these games, I would never admit it to you. As a modern woman, I can't escape the feeling that whenever someone plays this game, it sets womankind back by about sixty years. 


Is this game a trap designed to lure women back into the kitchen?  


3) Bulletstorm

Bulletstorm is a shamelessly crass shooter in which the characters are stunningly obsessed with dicks. I don't know about you, but I'd never play a game with such childish dialogue.


Nope. Never. 


4) Hannah Montana: The Movie

Is the platinum really worth it? Really?


It is if you like Hannah Montana. Don't worry, I won't tell on you.

Monday, November 17, 2014

Things I Hope Not to See in Far Cry 4

Be Warned: Spoilers for Far Cry 3

The moment of truth is almost here: Far Cry 4 arrives tomorrow, and I can't wait to go and pick up my preorder. In preparation, I've been finishing up Far Cry 3. Although I enjoyed the game immensely, I stopped playing it for a while. When I look back on it, I did so for some very specific reasons—and I hope I don't run into the same issues while playing the next installment in the series. Here, then, is my list of things I hope not to see in Far Cry 4:

1) A ridiculous "romance" with an "exotic" woman.

I was enjoying FC3 so much until things with Citra got weird. Not only was Jason being a huge asshole to his girlfriend, but I lost a ton of respect for Citra. I mean, I guess I should have known we would end up with a boob shot and some dry humping when I first saw her in her slinky loincloth outfit. But I was holding out hope that she'd be a strong leader instead of a fetish object. Please don't let me have to sit through this again in FC4.

NO. 
2) Mission bottlenecks.

About halfway through FC3, you go through a string of missions that never seem to end. You are sent on a series of repeated encounters with Vaas, with no opportunity to go back to the sandbox that makes the game so enjoyable. It's just one task after another that you have to move through with workmanlike determination. I quit playing the game for a while at this point because I just didn't feel motivated to keep going. Here's hoping I get to spend more time trampling people while riding an elephant, and less time slogging through "content."

3) Annoying platforming puzzles.

While I appreciate the developers' desire to make radio towers varied and interesting, I absolutely hated several of the platforming sequences, especially on Hoyt's island. Not only does this game not have precise platforming controls, but it is unclear which beams you can walk on and which you can't. When I needed to jump longer distances, it wasn't a guarantee that Jason would grab hold of the next surface like he was supposed to, which made the task of getting to the top unreasonably frustrating. If we're going to see radio tower platforming in Far Cry 4, I also want to see more precise controls and more intuitive pathways.

I loved Far Cry 3, warts and all. And I have no doubt that I have many hours of pure fun ahead of me when I pick up Far Cry 4. But I'll have a lot more fun without the T&A.

Friday, November 14, 2014

Far Cry 4 Sneak Peek

Last night, I went to Durham's Museum of Life and Science for an adults-only event devoted to games and game theory. The event featured local game game developers, a Duke professor who gave some short talks on game theory, a room where people were playing J. S. Joust with Playstation Move, and—best of all for me—a demo of Far Cry 4 hosted by some of the developers who worked on the game. Here is what I learned:

1) Daniel Solis of Smart Play Games creates card games that are both competitive and nonviolent. He had a booth last night where he was showing off his newest game, Belle of the Ball, in which players attempt to get high scores by admitting party guests who are compatible and turning others away. Several of his other card games were also on display, including one called Nine Lives in which players attempt to rescue stray cats without getting scratched. These games looked like a lot of fun, and I'm thinking about acquiring one to test with students at my school's game club.

2) Playing prisoner's dilemma games with your boyfriend really sucks. (Or is it just my boyfriend?)

3) J.S. Joust is so much fun! I had always neglected the Playstation Move and seen it as a pointless accessory, but watching people play Joust and then trying it myself was absolutely hilarious. The point of the game is to move in time with some classical music and hold your controller steady—while getting close enough to others to jostle their controllers and get them "out." My favorite moment was probably when I saw one guy reach out to shake another player's hand... only to shake it so hard that it threw his new friend's other hand off balance for a surprise elimination.

4) The Far Cry 4 development team is awesome, and it looks like their game will be awesome. I had never spoken to game developers before, and I was very impressed with the experience I had last night. The guys who were there to represent Far Cry were open, friendly, and excited about their handiwork. I'm normally a little bit shy about trying video games for the first time in front of other people, but they created a relaxed and welcoming environment that helped me overcome that.

We were allowed to play a limited version of multiplayer, in which one side represents the stealthy, magic-wielding Rakshasa and the other represents the gun- and machinery-heavy Golden Path. After each round, teams switch sides, which encourages versatility. The elephant battles are real, and they are awesome. My favorite moment, though, was probably when I accidentally summoned a bear to act as my ally. How cool is that? So far, I'm definitely more excited about playing as the Rakshasa, whose stealth, animal summoning, and archery tricks are going to make me feel like a badass.

Overall, I had a good night last night. I'm so glad that I preordered Far Cry 4 and will be picking it up on Tuesday. I'm not only excited about the single player campaign, but I'm also genuinely excited about multiplayer for the first time ever.

Wednesday, November 12, 2014

AC Unity: First Impressions

Despite the bad reviews and shady press embargo, I purchased Assassin's Creed: Unity last night. And you know what? I'm having a damn good time playing it. I haven't progressed too far into the story yet, but that's mostly because I've been running around making trouble in a beautifully rendered Paris during the French Revolution.

Here are my impressions so far:

1) Generally, the game is working fine for me. (It's the PS4 version.) My load times are a little on the long side, but otherwise everything is running smoothly. The graphics are gorgeous. The buildings, furniture, and clothes look amazing. The characters don't look quite as good as their surroundings, but I'm not going to complain.

2) The controls are (somewhat) better. Stealth mode and the downward climbing command have drastically improved my gameplay experience. It's nice to finally be able to sneak around like we should have been able to right from the beginning of the series. Plus, the combat feels better somehow, and it comes with deliciously violent animations.

On the negative side, however, Arno suffers from many of the same flaws as his predecessors: He is a bit too "sticky" and often decides to parkour onto things against my will, especially when he is on the run. He also leaps onto things I definitely did not order him to. During a mission, this trait can be extremely frustrating.

3) So far, Arno is interesting and charming. He's another scruffy European with roguish tendencies, so he reminds me a bit of Ezio. That's not necessarily a bad thing.

4) The murder mystery side quests are a lot of fun. I'm probably going to spend a lot of my time looking for crimes to solve! The historically-entrenched side missions have also been highly entertaining. Usually I prefer to skip side activities or come back to them later, but I think I'll be spending a lot of time on them in Unity.

Verdict:

I haven't finished AC Unity in its entirety—not even close—but I am enjoying myself right now. If you like Assassin's Creed games, this entry in the series is probably worth the risk. Even if you get glitches like this:

(Image borrowed from Hikaru)

Tuesday, November 11, 2014

Review: Danganronpa: Trigger Happy Havoc

I originally picked up Danganronpa: Trigger Happy Havoc because I was crazy about Zero Escape: Virtue's Last Reward and wanted a similar experience that involved puzzles, investigations, and deep interactions with interesting characters. While Danganronpa might not be quite as deep or as challenging as Zero Escape, I had an absolute blast playing the game and am very excited to play the sequel.

In Danganronpa, you play as Makoto Naegi, an average teenager who has been invited to attend the elite Hope's Peak Academy. The school serves as a launching point for extremely successful high school students, all of whom possess "ultimate" talents that range from "ultimate fanfic creator" to "ultimate pop star." Makoto has no obvious talents, and is labeled as the "ultimate lucky student" because he won a lottery to gain admission to Hope's Peak.

Unfortunately, Makoto soon begins to question his luck—and discover his true talents—when the first day of school turns into a deadly game. The headmaster, a sadistic bear named Monokuma, informs Makoto and his fellow students that they have a choice: They can live out the rest of their lives within the walls of Hope's Peak, or they can attempt to "graduate." Only one student is able to graduate, and must do so by murdering a fellow student and getting away with the crime after a class investigation and trial.

Danganronpa allows you to strike a fun balance between getting to know your new classmates and wondering which one of them will be the next die or kill someone. The writing is quirky and had me laughing out loud despite the dark subject matter, and even the characters who ultimately disappointed me had some redeeming qualities. (These qualities are further drawn out in "school mode," which takes place in an alternate timeline and can be accessed after you beat the main story.) As you lose friends and progress through the story, you also slowly solve the mysteries that surround the school and the deadly game within.

The game's murder puzzles are also a good deal of fun, and they become increasingly elaborate. If you're looking for a Zero Escape-level challenge, you will be disappointed. While many of that game's puzzles frustrated and even infuriated me before I figured them out, Danganronpa very smoothly led me to every relevant clue and helped me piece all of the information together. Even when I went into a class trial before I was 100% certain of what happened, the natural progression of the trial eventually guided me to the correct solution.

Although solving the actual murders is not particularly difficult, Danganronpa's class trials offer added challenges because they take on the form of minigames. Rather than simply lay out what happened, Makoto is forced to spot contradictions in his classmates' arguments and shatter them with "truth bullets" that represent various pieces of evidence. At times, fellow students will not even listen to him and he is forced to overcome their stubbornness by playing a rhythm game. These minigames become incrementally more challenging as the story progresses.

After the main story, Danganronpa offers "school mode," which allows you to socialize with the characters from the game and obtain special endings for each of them. Unfortunately, school mode becomes extremely drawn out and repetitive, and I was relieved to finally round up all of the endings so that I could be finished with it.

Overall, Danganronpa: Trigger Happy Havoc is one of my favorite PS Vita titles. The story is crazy, the characters are genuinely interesting, and the puzzles are delightful. This is also not a game that takes itself too seriously—it pokes plenty of fun at itself, at video game tropes, and at anime stereotypes. Most importantly, the main story kept me engrossed all the way through. Definitely give it a shot.

Saturday, November 8, 2014

Online Multiplayer: Dare I?

While I play a lot of video games, I almost never use online multiplayer features. I feel anxious about the other players that I will encounter online. Websites like Fat, Ugly or Slutty give an unpleasant taste of what to expect from some fellow gamers. I don't want to receive creepy messages from strangers on the internet. I'm also a little bit shy about my gaming skills. I'm not bad at games, but I also can't put in the hours it takes to be extremely skilled. If I play online, will I find that I'm unable to have fun because I get hassled all the time by more experienced players?

The ongoing nastiness of GamerGate does not encourage me to take the plunge into online multiplayer. Recently, I've seen too much of the underbelly of gamer culture—a culture in which female developers are doxxed and in which any developer can receive death threats for making small changes to weapons stats in Call of Duty. Will playing games online with other people just add stress to my life and make games less fun for me?

All concerns aside, I am finally seeing multiplayer add-ons that are tempting me to make my first foray into playing with others. Far Cry 4 will be introducing "Battles of Kyrat," and the multiplayer modes look like a lot of fun. I'm particularly interested in playing as the Rakshasa, because it looks like I'll be able to sneak around, shoot people with arrows, and indulge in some Dishonored-style teleportation. Assassin's Creed: Unity is going to include a co-op mode that respects individual playstyles while also encouraging teamwork. I'm hoping to find kindred spirits who want to plan satisfying assassinations together.

Despite my concerns, I've decided to give multiplayer a shot. I even ordered my very first gaming headset! Here's hoping that my gaming life expands in new and exciting ways.

Thursday, November 6, 2014

Video Games for Students?

As a teacher of teenage students, I have discovered that almost every single boy likes to play video games—and many of the girls do, too. It can feel like pulling teeth to get them to read, write, or focus on work for significant lengths of time, but they are definitely willing to spend hours of free time with controllers in hand.

I often wonder: Would it be possible to help my students become deeper thinkers and better problem solvers by having them play video games? I would love to have the funding to provide all of my students with a 3DS and a copy of a Professor Layton game, or to be able to watch them experience the joys of Portal. (Apparently, Portal 2 actually does help kids to become smarter.)

In an ideal world, here are five games I would love for my students to play:

1) Phoenix Wright: Ace Attorney 

If it were appropriate to give Danganronpa: Trigger Happy Havoc to high school students, I might go for that one instead, but let's get real—some of the jokes in that game are just a little too dirty for a school setting. Phoenix Wright, though, has the potential to be a lot of fun. This game is very text heavy, which means a lot of reading is involved. The game is also full of clever crime-solving puzzles that require the player to interview witnesses, gather evidence at crime scenes, and properly time objections in court. Plus, the characters are quirky, hilarious, and dramatic enough to keep the game entertaining. I'd really love to see my students experience a game like this and grapple with its challenges.

2) Zero Escape: Virtue's Last Reward

This is another text-heavy game with a terrifying premise: You are trapped with eight other people, and it's not guaranteed that everyone will escape alive. Not only do you need to solve challenging room-escape puzzles, but you must make reality TV-style choices to ally with or betray your fellow competitors—with potentially life-threatening consequences. The story is deep and the characters are fascinating. While I find the puzzles in this game extremely challenging, and worry that they could frustrate my students, I'd really love to see them swapping ideas and striving to come up with solutions together.

3) Final Fantasy Tactics 

FFT is still my all-time favorite game, even after many years of gaming. Not only does it have a fairly deep story about childhood friendships and class conflict, but the combat is satisfyingly complicated. To be truly successful at the game, you need to choose the correct combination of job classes, skills, and equipment. There is also plenty of room for experimentation and for choosing play styles that work for you. Final Fantasy Tactics is the sort of game that would take my students beyond first person shooters and teach them to control multiple characters on varying battlefields.

4) Ni No Kuni: Wrath of the White Witch 

Playing Ni No Kuni is like getting to live in a really good kids' movie for a while. The animation is great, the music is great, and the story is great. The main character, Oliver, experiences a deep loss when his mother dies, and is then transported to an alternate world where he believes he may have a chance of saving her. The combat system interesting due to the use of various party members who can attack, use magic spells, or deploy familiars. But more importantly, to advance in the game, you have to actually talk to NPCs throughout the game and figure out how to solve their problems. And to get every single spell in the game, you must read a lot and collect pages from the Wizard's Companion—a book that provides added information about Ni No Kuni's world and gives it great depth. This game has a compelling story and encourages deep interaction with its world. My students would be repairing people's broken hearts and collecting alchemy recipes in no time.

5) The Legend of Zelda: Ocarina of Time

Not only is Ocarina of Time one of the best video games ever made, but it would be an excellent game for students to play. There is enough text dialogue to get them reading, and the story is worth it—the lore of Hyrule is deep, and you come to care about places like Kakariko Village and Lon Lon Ranch. The game's world is full of secrets and the temples are full of interesting puzzles. Players must choose the correct weapons, ocarina songs, and patterns of time travel to advance the story. While a few of my students have played this game, many are too young to have experienced it. It would delight me to introduce them to a true classic.

There are, of course, many other games that would be great matches for students who need to read more and work on problem solving skills. I believe that allowing them to do so through video games would make learning more engaging for them, and that it could potentially be a gateway to getting my students to confront intellectual challenges and to feel more comfortable with the written word. Maybe one day I'll get funding to test my theory!

Wednesday, November 5, 2014

Nintendo: An Alternative to Trophy Support

In a world where gamers are known by their gamer scores and trophy counts, Nintendo is an anomaly. The Wii U and 3DS do not have the achievement systems that trophy hunters crave, and none seem to be forthcoming. I think this is a good thing—but I also think that Nintendo could take one step towards recognizing gamers' most impressive feats.

Gaming has become a lot more fun for me since I stopped caring about trophies. The hunt for achievements was causing me to spend too much time on activities I didn't want to do—and it was discouraging me from playing games that didn't "count" because they didn't increase my horde of electronic precious metals. 

Unlike Playstation or XBox, Nintendo always seems to prioritize lighthearted fun over "serious" and "hardcore" gaming, which is part of what makes Nintendo games so different and enjoyable for me. The lack of trophy support helps me to relax and enjoy myself without feeling like there are gaming standards that I have to meet. It's just me and my game, and I get to do what I want to do without any external pressures.

There is, however, one way that Nintendo could incorporate "achievements" into its games in way that doesn't go overboard or suck all the casual fun out of gaming. What am I proposing? Fancy Mii accessories!

I enjoy picking up other people's Miis when I'm out and about with my 3DS, and I definitely enjoy all of the goofy hats our digital avatars can wear. However, I loathe Find Mii and all of the similar Mii Plaza games that allow players to earn different silly hats. I would like for my Mii to wear a hat that truly means something. 

My proposal is this: Nintendo should offer special, snazzy Mii accessories to players who reach certain heights of gameplay. For example, a golden Mario hat would have been a fitting reward for collecting one million coins in New Super Mario Bros 2. A Professor Layton top hat could become available to players who finish a Layton game with a certain high number of picarats. Nintendo's games feel lighthearted and fun, but they can also be extremely difficult, and it would be a blast to reach a gaming goal and then be rewarded with a special hat that conferred serious bragging rights.

The cute Find Mii hats should be accessible to everyone. But Nintendo should had Mii accessories with a little extra oomph to reward highly accomplished (and goal driven) gamers.